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@@ -20,13 +20,12 @@ La [vision complète](docs/vision.md) conserve les intentions ; le
|
||||
L’économie, les claims et les dimensions décrits dans la vision restent
|
||||
à implémenter.
|
||||
|
||||
La version **beta.130** ajoute un bloom réglable, les inclusions émissives des
|
||||
minerais et une **Précision** commune aux ombres et au highlight. Par défaut :
|
||||
ombres activées à 128 blocs, highlight à 32 blocs, précision 16 pixels/bloc.
|
||||
**Options → Shaders → Sanctuary · Vanilla Light**. Les réglages personnalisés
|
||||
sont conservés. Le [ticket de livraison](docs/shader-beta130.md) précise le
|
||||
résultat et les vérifications. Release publiée et même instance **Sanctuary Beta**
|
||||
synchronisée, sauvegardes et réglages conservés.
|
||||
La version **beta.140** relie les lumières colorées aux objets en main et sur
|
||||
la tête, renforce leur teinte et ajoute une distance réglable de 8 à 64 blocs
|
||||
avec apparition progressive. Activation par défaut à 30 % ; torches natives,
|
||||
option « Torches chaudes » désactivée, cuivre vert et redstone rouge saturé.
|
||||
Les frontières de saturation des lumières bleues s’atténuent progressivement.
|
||||
Le [ticket](docs/colored-dynamic-beta140.md) décrit le rendu et les vérifications.
|
||||
La [livraison précédente](docs/clay-workshop-integration-beta110.md) réunit déjà
|
||||
l’atelier, les œufs et la neige saisonnière dans l’instance **Sanctuary Beta**.
|
||||
Les [synchronisations antérieures](docs/git-sync-beta092.md) restent documentées.
|
||||
@@ -37,6 +36,80 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
|
||||
l’étude de Xaero et des alternatives libres.
|
||||
|
||||
|
||||
## beta.140 — Lumières portées et fondus
|
||||
|
||||
Mains et tête, distances 8/16/32/64, fondus, cuivre vert, redstone rouge et
|
||||
option pour la chaleur des torches. Lumières colorées activées à 30 % par défaut.
|
||||
[Contrat et vérifications](docs/colored-dynamic-beta140.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.140/Sanctuary-beta.140.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.140/Sanctuary-Test-beta.140.mrpack).
|
||||
|
||||
## beta.139 — Lumières colorées
|
||||
|
||||
Teintes chaudes, sources des âmes bleues, redstone rouge, froglights et matériaux lumineux.
|
||||
Option désactivée initialement, intensité 35 % ; propagation locale avec obstacles.
|
||||
[Contrat et vérifications](docs/colored-lights-beta139.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.139/Sanctuary-beta.139.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.139/Sanctuary-Test-beta.139.mrpack).
|
||||
|
||||
## beta.138 — Rayons et brouillard
|
||||
|
||||
Densité automatique des rayons selon le brouillard et les précipitations.
|
||||
[Contrat et vérifications](docs/shader-beta138.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.138/Sanctuary-beta.138.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.138/Sanctuary-Test-beta.138.mrpack).
|
||||
|
||||
## beta.137 — Rayons solaires
|
||||
|
||||
Faisceaux volumétriques légers, intensité réglable et feuillage perméable.
|
||||
[Contrat et vérifications](docs/shader-beta137.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.137/Sanctuary-beta.137.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.137/Sanctuary-Test-beta.137.mrpack).
|
||||
|
||||
## beta.136 — Lens flare rectangulaire
|
||||
|
||||
Soleil et lune, reflets doux et intensité indépendante du bloom.
|
||||
[Contrat et vérifications](docs/shader-beta136.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.136/Sanctuary-beta.136.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.136/Sanctuary-Test-beta.136.mrpack).
|
||||
|
||||
## beta.135 — SSGI près des surfaces
|
||||
|
||||
Correction des coupures à courte distance, sans flouter les textures.
|
||||
[Contrat et vérifications](docs/shader-beta135.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.135/Sanctuary-beta.135.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.135/Sanctuary-Test-beta.135.mrpack).
|
||||
|
||||
## beta.134 — PBR optionnel et SSGI filtré
|
||||
|
||||
Relief et reflets des matériaux ; lissage de la lumière indirecte.
|
||||
[Contrat et vérifications](docs/shader-beta134.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.134/Sanctuary-beta.134.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.134/Sanctuary-Test-beta.134.mrpack).
|
||||
|
||||
## beta.133 — SSGI renforcé
|
||||
|
||||
Couleurs voisines plus visibles, même budget de rayons et de cibles GPU.
|
||||
[Contrat et vérifications](docs/shader-beta133.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.133/Sanctuary-beta.133.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.133/Sanctuary-Test-beta.133.mrpack).
|
||||
|
||||
## beta.132 — SSGI : diffusion locale des couleurs
|
||||
|
||||
Rebond diffus des couleurs visibles, intensité réglable et reconstruction
|
||||
préservant les silhouettes. Expérimental, initialement désactivé.
|
||||
[Contrat et vérifications](docs/shader-beta132.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.132/Sanctuary-beta.132.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.132/Sanctuary-Test-beta.132.mrpack).
|
||||
|
||||
## beta.131 — Émissifs indépendants et précision étendue
|
||||
|
||||
Bloom, émissifs et highlight activés initialement ; halo facultatif et cinq
|
||||
précisions communes de 8 à 128 pixels/bloc.
|
||||
[Contrat et vérifications](docs/shader-beta131.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.131/Sanctuary-beta.131.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.131/Sanctuary-Test-beta.131.mrpack).
|
||||
|
||||
## beta.130 — Bloom, minerais émissifs et précision commune
|
||||
|
||||
Halo réglable des sources lumineuses et inclusions des vingt textures de
|
||||
|
||||
@@ -0,0 +1,101 @@
|
||||
# LIGHT-140 — Lumières colorées portées et distance
|
||||
|
||||
Socle beta.139 `c05c338`, branche `codex/colored-dynamic-beta140`.
|
||||
Minecraft 26.3 / Java 25. Livraison beta.140.
|
||||
|
||||
## Contrat
|
||||
|
||||
Relier les couleurs aux vraies sources de lumière dynamique : mains, tête,
|
||||
cosmétiques, objets au sol et feu, selon le système existant. Renforcer la
|
||||
teinte et activer les lumières colorées par défaut à 30 %. Ajouter une distance
|
||||
d'affichage de 8, 16, 32 ou 64 blocs (16 par défaut), indépendante de la portée
|
||||
native de chaque source. Augmenter la distance coûte davantage en mémoire et
|
||||
calcul ; aucun chargement forcé de chunk. Les choix sauvegardés sont conservés.
|
||||
|
||||
Sources portées actualisées avec le système dynamique, sans reconstruire tout
|
||||
le champ statique à chaque mouvement. Aucun changement de monde ou de règle
|
||||
serveur. Vérifications natives OpenGL et Vulkan, puis construction et archives.
|
||||
|
||||
## Couleurs et fondus
|
||||
|
||||
Torches ordinaires : température native par défaut ; option « Torches chaudes »
|
||||
pour retrouver l'orangé. Glowstone jaune, lave jaune-rouge, redstone rouge saturé,
|
||||
cuivre vert (posé, en main ou sur la tête). Le cuivre est reconnu avant les
|
||||
familles génériques de torches et lanternes. Les palettes explicites restent
|
||||
indépendantes des packs ; le repli des autres matériaux suit leurs textures.
|
||||
|
||||
Le rendu s'atténue sur le dernier quart de la distance choisie. Le champ précédent
|
||||
reste disponible pendant un fondu de 300 ms vers le nouveau champ ; l'activation
|
||||
et les sources dynamiques ont aussi un fondu. Le changement de distance est
|
||||
interpolé. Les sources mobiles utilisent la même sélection bornée et les mêmes
|
||||
intensités que la lumière dynamique existante, avec interpolation visuelle des
|
||||
positions et couleurs. Elles héritent de sa propagation radiale, y compris de
|
||||
ses limites d'occultation ; les blocs posés conservent leur propagation avec murs.
|
||||
|
||||
Le volume varie réellement selon la distance (56, 72, 104 ou 168 blocs de côté,
|
||||
avec marge de propagation). Les grandes distances augmentent la mémoire et le
|
||||
délai de reconstruction ; la construction reste répartie entre les images.
|
||||
Deux champs coexistent brièvement pour le fondu. Seuls les chunks déjà chargés
|
||||
sont lus. La portée lumineuse native des torches n'est pas allongée.
|
||||
|
||||
## Frontières de saturation
|
||||
|
||||
Le stockage beta.139 tronquait les canaux faibles séparément en fin de portée :
|
||||
un bleu pouvait perdre son rouge avant son vert, puis devenir plus saturé sur
|
||||
une frontière visible. Le stockage logarithmique conserve maintenant une marge
|
||||
sous le niveau lumineux natif zéro. Le shader applique la coupure à l'énergie
|
||||
globale en conservant les rapports RGB. La réponse devient linéaire près du noir,
|
||||
sans amplification par racine quatrième des très faibles contributions.
|
||||
|
||||
La transition des champs interpole le résultat colorimétrique rendu, pas une
|
||||
énergie ensuite amplifiée. Les sources mobiles ont une atténuation de fondu
|
||||
compensée pour la même réponse. Le test contrôle les rapports rouge/bleu et
|
||||
vert/bleu d'une torche des âmes de 1 à 9 blocs, jusqu'au bord de sa portée.
|
||||
|
||||
## Vérifications natives
|
||||
|
||||
Minecraft 26.3 / Java 25 sur Apple M1, mondes de test neufs de graine 122 :
|
||||
|
||||
- OpenGL 4.1 Metal : **2 min 40 s**, `build/colored140-opengl.log`.
|
||||
- Vulkan / MoltenVK 1.4.2, profondeur 0–1 et transparence améliorée :
|
||||
**2 min 26 s**, `build/colored140-vulkan.log`.
|
||||
|
||||
Les deux exécutions passent `COLORED139_PASS` et `COLORED140_PASS` :
|
||||
propagation avec murs, sources hors champ, lampes allumées/éteintes, retrait,
|
||||
rechargement des ressources, cache, déplacement/retour de caméra, OFF/zéro,
|
||||
préférences et traductions FR/EN. Les nouveaux contrôles couvrent la teinte
|
||||
bleue jusqu'à neuf blocs, la torche native inchangée, l'option chaude, le cuivre
|
||||
vert et le rouge saturé, les deux mains et le cosmétique de tête, la position
|
||||
en troisième personne, les quatre distances et un fondu sans dépassement.
|
||||
|
||||
Dans la même scène contrôlée, la somme d'écarts OFF/torche chaude à 30 % vaut
|
||||
3 926 093 / 3 926 092 sur OpenGL/Vulkan, contre 2 025 577 en beta.139 à 35 %.
|
||||
Cette mesure vérifie l'accentuation demandée, pas la performance. Le test fige
|
||||
uniquement le scintillement de la lightmap native ; cette sonde et les tests
|
||||
client ne sont pas distribués. Les captures finales sont conservées sous
|
||||
`build/colored140-opengl-screenshots/` et `build/colored140-vulkan-screenshots/`.
|
||||
Comparatif autonome : `build/Shader-beta.140-comparaison.html`.
|
||||
|
||||
Pas de validation des pilotes Windows de l'utilisateur revendiquée. Les
|
||||
limites de beta.139 pour le rendu sous l'eau/lave et les panoramas restent
|
||||
ouvertes. Les sources dynamiques gardent l'occultation du système existant.
|
||||
Aucun monde personnel ouvert ni modifié.
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 22 s**, 126 tâches. Le GameTest serveur dédié reste exclu
|
||||
conformément au refus EULA antérieur ; les tests clients ci-dessus sont exécutés
|
||||
séparément. Log : `build/shader140-build.log`.
|
||||
|
||||
La comparaison avec beta.139 trouve **18 entrées de production modifiées**,
|
||||
limitées aux lumières dynamiques/colorées, options et aides FR/EN. Les sources
|
||||
des JAR correspondent aux fichiers du dépôt. Les archives normale/Test contiennent
|
||||
le même JAR Sanctuary ; la version, les dépendances exactes, les textures de
|
||||
gemmes et de la clé de Steve, l'absence de classes de test et le template complet
|
||||
sont vérifiés. Reçu : `build/shader140-artifact.json`.
|
||||
|
||||
SHA-256 du JAR : `853284c1a61c7fce12edd2f7763717321eef56977290eb0e7c5db5e30bff442f`.
|
||||
|
||||
- Sanctuary-beta.140.mrpack : `1b366746e4d6bebfbe0115c849524bdeb81c14eee89a2510f9dbe18808974d6a`.
|
||||
- Sanctuary-Test-beta.140.mrpack : `50c3cdf759117bb5286d41b4535fde15d9d84deaac833b7f8f61c4a0d29b72e7`.
|
||||
@@ -0,0 +1,107 @@
|
||||
# LIGHT-139 — Lumières colorées
|
||||
|
||||
Socle beta.138 + vérification Vulkan `9d84a02`, Minecraft 26.3 / Java 25.
|
||||
Branche `codex/colored-lights-beta139`, livraison beta.139.
|
||||
|
||||
## Contrat
|
||||
|
||||
Option locale « Lumières colorées » avec intensité. Les vrais blocs émetteurs
|
||||
teintent discrètement leurs environs, y compris hors champ. Torches/lanternes,
|
||||
lave et feu chauds ; sources des âmes bleues ; redstone active rouge ;
|
||||
froglights par variante ; sources Sanctuary selon leur texture/matière.
|
||||
Les blocs éteints n'émettent pas. Le bloom et les inclusions émissives des
|
||||
minerais restent indépendants ; aucune lumière de gameplay n'est ajoutée.
|
||||
|
||||
Propagation RGB dans un volume local de blocs chargés, obstacles et formes
|
||||
natives, construction répartie entre les images, cache des couleurs de
|
||||
matériaux. Aucun chargement forcé de chunk, accès aux mondes personnels,
|
||||
changement de sauvegarde, réseau ou règles serveur.
|
||||
|
||||
## Réalisation
|
||||
|
||||
Dans les options du shader : « Lumières colorées », désactivées initialement,
|
||||
et une intensité de 0 à 100 %, réglée à 35 %. Zéro ou OFF libère les ressources.
|
||||
Les préférences existantes sont conservées. Libellés et aides FR/EN.
|
||||
|
||||
Les familles vanilla demandées ont une palette dédiée. Les autres émetteurs,
|
||||
y compris ceux de Sanctuary, utilisent la couleur des pixels lumineux de leurs
|
||||
textures de modèle, calculée puis mise en cache. Ce repli suit les packs de
|
||||
ressources ; les palettes dédiées vanilla restent constantes. Une texture
|
||||
illisible ou sans pixels exploitables utilise du blanc. Les blocs purement
|
||||
émissifs du bloom, sans émission lumineuse native, ne deviennent pas des lampes.
|
||||
|
||||
Le champ couvre un cube de 64 blocs de côté autour de la caméra. Une marge de
|
||||
14 blocs réserve la propagation aux sources présentes dans le volume ; le rendu
|
||||
s'atténue progressivement sur 4 blocs à sa périphérie. C'est donc un effet de
|
||||
proximité, pas une illumination de tous les chunks visibles. Les formes et
|
||||
l'opacité natives règlent le passage de la lumière. Les canaux utilisent des
|
||||
maxima indépendants, sans addition illimitée des sources superposées.
|
||||
|
||||
Le calcul CPU est réparti avec un budget visé de 2 ms par image, plus les
|
||||
allocations et chargements ponctuels de matériaux ; aucun chiffre de FPS n'est
|
||||
garanti. Un monde immobile réutilise son champ. Les changements rapides et les
|
||||
déplacements peuvent présenter un bref retard, le temps de publier un champ
|
||||
complet. Aucun chargement forcé de chunk. Une texture 512 × 512 contient le champ.
|
||||
La passe GPU teinte les surfaces visibles, atténue l'effet au soleil et dans le
|
||||
brouillard, puis laisse agir le SSGI et le bloom. Les sources tenues, entités,
|
||||
particules et le rendu sous l'eau/lave ne sont pas couverts par cette option.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Essais client natifs réussis dans des mondes neufs (graine 122) sur Apple M1 :
|
||||
|
||||
- OpenGL 4.1 Metal : **1 min 46 s**, `build/colored139-opengl.log`.
|
||||
- Vulkan / MoltenVK 1.4.2, profondeur 0–1 et transparence améliorée :
|
||||
**1 min 30 s**, `build/colored139-vulkan.log`.
|
||||
|
||||
Les deux journaux contiennent `COLORED139_PASS` et le backend réellement actif.
|
||||
Torche et torche des âmes hors champ, trois froglights, pierre lumineuse dont
|
||||
la couleur vient de sa texture, intensité 35/100, cache statique, déplacement
|
||||
et retour de caméra, mur fermé puis ouvert, lampe redstone allumée puis éteinte,
|
||||
retrait de source, rechargement des ressources et OFF/zéro vérifiés.
|
||||
Les préférences persistantes et les libellés FR/EN sont contrôlés ; une dernière
|
||||
capture active conjointement PBR, SSGI, bloom, ombres, highlights et rayons.
|
||||
|
||||
Les sommes d'écart entre OFF et 35 % sont presque identiques entre backends :
|
||||
torche 2 025 577 / 2 025 576 ; âmes 964 200 / 964 201. Il s'agit de mesures
|
||||
sur les pixels de cette scène, pas d'un indice de performance.
|
||||
Comparatif autonome : `build/Shader-beta.139-comparaison.html`.
|
||||
Pas de validation du pilote Vulkan Windows de l'utilisateur revendiquée.
|
||||
Le test fige uniquement le scintillement vanilla des torches afin de comparer
|
||||
les images ; cette sonde est exclue du JAR distribué. Aucun monde personnel ouvert.
|
||||
|
||||
## Diagnostic des essais
|
||||
|
||||
La première comparaison de stabilité détectait le scintillement natif de la
|
||||
lightmap des torches, même avec un champ coloré inchangé. La sonde de test
|
||||
stabilise ce seul facteur ; aucune désactivation de scintillement en production.
|
||||
La pièce d'essai est désormais construite après le chargement de ses chunks,
|
||||
et l'absence de lumière du ciel est vérifiée avant les captures.
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 22 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader139-build.log`.
|
||||
La comparaison à beta.138 trouve **13 entrées de production** modifiées,
|
||||
limitées au shader, à son menu et aux aides FR/EN. Les sondes de test sont
|
||||
absentes du JAR distribué. Sources, archives normale/Test et template complets
|
||||
vérifiés ; textures des gemmes et clé de Steve conservées à l'identique.
|
||||
Reçu local : `build/shader139-artifact.json`.
|
||||
|
||||
JAR SHA-256 : `7b958f6576adbabb2b1af589b866cb52b1a65600ea2fa505b05dd283f8d595df`.
|
||||
|
||||
- `Sanctuary-beta.139.mrpack` : 10450317 octets ; SHA-256 `13f3a283c260876d28ce0c6504615b4a8f4d575906badfbb2b39558f312e9fbb`.
|
||||
- `Sanctuary-Test-beta.139.mrpack` : 10469244 octets ; SHA-256 `c1e0b684dc2650950a0925c4625ef5eb4b78fb5f1c5680f5e302550424fa6d81`.
|
||||
|
||||
## Publication et instance
|
||||
|
||||
[Release beta.139](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.139)
|
||||
publiée depuis `dc33ffa54697f61cd8f579235e7cebdbf0765f7c`, tag exact `beta.139`.
|
||||
Canal packwiz : `9f10167b6acfece9c045573580e186aa72bc91dc`.
|
||||
Deux synchronisations isolées puis deux synchronisations de la même instance
|
||||
Prism réussissent. Un seul JAR Sanctuary beta.139 actif, empreinte identique
|
||||
à l'archive vérifiée ; les **923 fichiers personnels suivis** conservent leurs
|
||||
empreintes. Sauvegarde des fichiers gérés dans
|
||||
`sanctuary-backups/before-beta.139/`. Aucun monde personnel ouvert.
|
||||
Reçus : `build/shader139-isolated.json`, `build/shader139-prism.json`.
|
||||
@@ -14,6 +14,100 @@ JAR Sanctuary sont des pièces jointes de releases Gitea. Aucun JAR de mod ou
|
||||
dépendance téléchargée n'entre dans l'historique Git. Le canal Beta est distinct
|
||||
de l'ancien pack 26.2.
|
||||
|
||||
## beta.138 — Densité des rayons selon la météo
|
||||
|
||||
Brouillard plus dense et diffus, précipitations et atténuation de l'orage.
|
||||
Réglage manuel conservé, aucune nouvelle option ni modification de sauvegarde.
|
||||
[Contrat et vérifications](shader-beta138.md).
|
||||
[Release beta.138](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.138)
|
||||
publiée ; canal `c049423de1971079b9d61874d83adeb6f1ad49f7`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.138/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.137 — Rayons solaires volumétriques
|
||||
|
||||
Rayons à travers les ouvertures et le feuillage, activés à 35 %, indépendants
|
||||
du bloom et de l'affichage des ombres de surface. Carte solaire partagée.
|
||||
[Contrat et vérifications](shader-beta137.md).
|
||||
[Release beta.137](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.137)
|
||||
publiée ; canal `68cb39a5edbf5d34def02f670e2488ee852605b8`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.137/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.136 — Lens flare rectangulaire
|
||||
|
||||
Rectangles à dégradé doux pour le soleil et la lune, activés à 30 % et
|
||||
réglables indépendamment du bloom. Occultation par les blocs et phases lunaires.
|
||||
[Contrat et vérifications](shader-beta136.md).
|
||||
[Release beta.136](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.136)
|
||||
publiée ; canal `dd5b545a7cfbb957f2c70e9dc17034b44caef98f`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.136/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.135 — SSGI en proximité et nouveaux défauts
|
||||
|
||||
Normales stables près des surfaces, atténuation progressive du rebond au contact.
|
||||
Bloom à 20 %, PBR et SSGI activés par défaut, choix personnels existants conservés.
|
||||
[Contrat et vérifications](shader-beta135.md).
|
||||
[Release beta.135](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.135)
|
||||
publiée ; canal `5b0df577fcd036937c25be3a1f4580f9db3103a1`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.135/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.134 — PBR optionnel et SSGI filtré
|
||||
|
||||
Normales procédurales en cache, rugosité/métallicité par famille et reflets
|
||||
directionnels. Filtrage SSGI et suppression de sa forte réinjection neutre.
|
||||
[Contrat et vérifications](shader-beta134.md).
|
||||
[Release beta.134](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.134)
|
||||
publiée ; canal `35ec0f6e145002f6367944df5b75e2703958eaef`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.134/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.133 — SSGI renforcé
|
||||
|
||||
Diffusion des couleurs rendue visible au réglage 35, même budget de rayons
|
||||
et cibles GPU. [Contrat et vérifications](shader-beta133.md).
|
||||
[Release beta.133](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.133)
|
||||
publiée ; canal `9ceb5a5353c9d1b8bb7834a20e818fd65096ff98`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.133/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.132 — SSGI expérimental
|
||||
|
||||
Diffusion locale des couleurs visibles, rayon 2,5 blocs, intensité réglable,
|
||||
initialement OFF. [Contrat et vérifications](shader-beta132.md).
|
||||
[Release beta.132](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.132)
|
||||
publiée ; canal `9edaaedc0205c525ecce9de66b5ca7827c56c28f`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.132/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.131 — émissifs indépendants et précision étendue
|
||||
|
||||
Bloom, émissifs et highlight ON initialement. Couper le halo ou régler son
|
||||
intensité à zéro garde les inclusions lumineuses. Précisions 64/128 ajoutées,
|
||||
défaut 16 conservé. [Contrat et vérifications](shader-beta131.md).
|
||||
[Release beta.131](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.131)
|
||||
publiée ; canal `efb18c274d95d988a9566b8c52751469f002cdda`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis sont conservés, préférences et sauvegardes comprises.
|
||||
Aucun monde personnel ouvert ; sauvegarde `sanctuary-backups/before-beta.131/`.
|
||||
Archives normal/Test/template vérifiées dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.130 — bloom et précision commune
|
||||
|
||||
Bloom réglable, masques sélectifs des vingt textures de minerais, précision
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
# SHADER-131 — émissifs indépendants et réglages initiaux
|
||||
|
||||
Demande : activer par défaut bloom, minerais émissifs et highlight ; garder
|
||||
les émissifs avec halo coupé ou intensité du bloom à zéro, sans bouton ajouté ;
|
||||
ajouter 64 et 128 pixels/bloc en options. Précision initiale 16, distances
|
||||
highlight 32 et ombres 128 conservées. Préférences personnalisées préservées.
|
||||
Branche `codex/emissive-beta131`, socle beta.130, Minecraft 26.3 / Java 25.
|
||||
|
||||
Le futur effet demandé est une légère teinte diffusée depuis les blocs
|
||||
voisins, pas des reflets reconnaissables. Étude seulement pour ce ticket ;
|
||||
aucun SSR ou éclairage indirect expérimental activé.
|
||||
|
||||
## Comportement et validation
|
||||
|
||||
Le curseur à zéro et l'interrupteur Bloom coupent uniquement le halo.
|
||||
Le réglage existant des minerais contrôle leurs inclusions nettes séparément.
|
||||
Sans halo, les cibles de diffusion GPU sont libérées ; l'émission garde
|
||||
seulement les ressources nécessaires. Tout désactiver libère l'ensemble.
|
||||
La grille commune propose 8, 16, 32, 64 et 128, sans augmenter le plafond
|
||||
4096 de la carte d'ombres. Libellés FR/EN et essais clients natifs sur les
|
||||
inclusions, l'absence de halo, les transitions et les nouvelles précisions.
|
||||
Aucun changement de lumière serveur, de génération ou de sauvegardes.
|
||||
|
||||
Le cœur émissif et le halo utilisent maintenant deux chemins indépendants.
|
||||
Les textures et leur analyse restent celles de beta.130. Avec le halo coupé,
|
||||
la carte d'émission est effacée avant les faces, le cœur net est composé,
|
||||
et les passes de ciel, réduction, diffusion et application du halo sont
|
||||
omises. Le retour au bloom recrée ses cibles. Aucun bouton ajouté, aides
|
||||
FR/EN adaptées et choix explicitement désactivés toujours conservés.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Suite client native réussie en **3 min 46 s**, monde plat neuf de graine 122,
|
||||
macOS / Apple M1 / OpenGL. Cinq précisions sauvegardées et chargées, bornes
|
||||
et seuils de normalisation, carte d'ombres plafonnée et arêtes CTM rendues
|
||||
à 64/128. Le gain mesuré des traits diminue de 0,02778 à précision 32 à
|
||||
0,02094 à 64, puis 0,01013 à 128 dans la même scène.
|
||||
|
||||
Les inclusions restent nettes sans halo : le rendu Bloom OFF correspond
|
||||
au rendu intensité zéro. Aucun gain mesuré hors du masque source, ressources
|
||||
de diffusion absentes ; couper aussi les émissifs libère l'ensemble et
|
||||
restitue l'image initiale. Réactiver le bloom restitue son image précédente.
|
||||
Captures OFF/zéro inspectées. Valeurs initiales ON vérifiées ; un ancien
|
||||
choix explicitement OFF reste OFF. Les essais beta.130 (vingt masques,
|
||||
occultation, sources, rechargement), lune, feuillage et realtime passent.
|
||||
|
||||
Le premier essai rencontrait une assertion historique attendant le highlight
|
||||
OFF lorsqu'une clé était absente. Elle attend désormais la nouvelle valeur
|
||||
ON ; les cas de préférences explicitement désactivées restent testés.
|
||||
|
||||
Commande : `./gradlew :sanctuary:runClientGameTest -PsanctuaryClientTests=true
|
||||
-PsanctuaryPixelShadows122ClientTests=true -PsanctuaryClientNoVsync=true
|
||||
-PsanctuaryQuickTests=true`. Log : `build/shader131-client-full.log` ; captures
|
||||
sous `mods/sanctuary/build/run/clientGameTest/screenshots/`.
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 30 s**, 126 tâches. Les archives normal/Test, leurs sources
|
||||
et le template sont vérifiés. Six entrées de production changent : moteur
|
||||
Bloom, préférences, interface et libellés. Gameplay, shaders GLSL et textures
|
||||
restent identiques à beta.130. Aucun résultat Windows/Vulkan
|
||||
revendiqué ; le serveur GameTest dédié reste exclu conformément au refus
|
||||
antérieur de son EULA.
|
||||
|
||||
## Piste suivante — diffusion des couleurs
|
||||
|
||||
Choix confirmé : légère teinte des surfaces voisines. Une estimation SSGI
|
||||
utilise la couleur et la profondeur visibles pour des rebonds diffus ; voir
|
||||
la [documentation primaire Unity](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/Override-Screen-Space-GI.html).
|
||||
Proposition à expérimenter : faible intensité, courte portée autour des
|
||||
surfaces, calcul réduit, rejet par profondeur pour ne pas teinter au travers
|
||||
des murs. Vérifier les bords de l'écran, les blocs hors champ, la stabilité
|
||||
en mouvement et les textures avant de fixer une qualité. Cette piste n'est
|
||||
pas implémentée dans beta.131.
|
||||
|
||||
## Livraison
|
||||
|
||||
- `Sanctuary-beta.131.mrpack` : 10386312 octets ; SHA-256 `e02067e424bf4f54512d5cfb1b5cde0fe232aa6bdadc0d38981cd15817a6387a`.
|
||||
- `Sanctuary-Test-beta.131.mrpack` : 10405238 octets ; SHA-256 `298387cce5a5b7cdc09b3a9d24859b674a736b25abcbafa7995b813757641265`.
|
||||
|
||||
JAR : `87210da23f7781efccdbdbf5d4e2d3c1ff1857a7f326027b93d6a301c7dfdb0d`.
|
||||
|
||||
Archives vérifiées recopiées dans `sanctuary-beta/build/`. [Release beta.131](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.131)
|
||||
publiée depuis `078d3e6833daa7de7f6c6d0e1a6c17d5dbefe075`. Canal packwiz
|
||||
`efb18c274d95d988a9566b8c52751469f002cdda`. Téléchargements publics vérifiés par hash.
|
||||
Deux synchronisations isolées, puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR Sanctuary beta.131 ; les **923 fichiers personnels
|
||||
suivis** conservent leurs hashes, dont les préférences de shaders et les mondes.
|
||||
Sauvegarde préalable `sanctuary-backups/before-beta.131/` ; aucun monde personnel
|
||||
ouvert. Reçus ignorés : `build/shader131-artifact.json`,
|
||||
`build/shader131-isolated.json`, `build/shader131-prism.json` et
|
||||
`build/shader131-publication.log`. Le checkout original conserve ses changements.
|
||||
@@ -0,0 +1,106 @@
|
||||
# SHADER-132 — diffusion locale SSGI expérimentale
|
||||
|
||||
Demande : légère teinte diffusée des surfaces voisines, sans reflets miroir
|
||||
ni shader d'eau. Branche `codex/ssgi-beta132`, socle beta.131, Minecraft 26.3 /
|
||||
Java 25. Aucun changement de génération, sauvegarde ou lumière serveur.
|
||||
|
||||
## Résultat
|
||||
|
||||
**Options → Shaders → SSGI · couleurs diffusées** active un rebond diffus
|
||||
local. L'effet expérimental est initialement OFF, avec une intensité préparée
|
||||
à **35 %** ; le curseur propose 0–100. À zéro ou OFF, ses cibles et uniformes
|
||||
GPU sont libérés. Les autres effets et leurs préférences sont conservés.
|
||||
|
||||
La couleur d'une surface visible peut teinter les surfaces proches qui lui
|
||||
font face. Le calcul porte à **2,5 blocs** du récepteur et s'estompe entre
|
||||
24 et 32 blocs de la caméra. Il utilise une copie de la couleur native après
|
||||
les ombres, avec la profondeur et des normales reconstruites. Le premier
|
||||
obstacle arrête chaque rayon, même si son épaisseur empêche de retenir une
|
||||
intersection. Les plans coplanaires ne s'éclairent pas eux-mêmes.
|
||||
|
||||
Douze directions hémisphériques fixes, au maximum dix étapes par rayon,
|
||||
sont évaluées à demi-résolution en largeur et hauteur. La reconstruction
|
||||
plein écran est guidée par la profondeur pour conserver les silhouettes et
|
||||
les détails des textures. Le cœur des émissifs, le highlight et le bloom
|
||||
sont composés ensuite : pas de halo réinjecté dans le rebond ni de boucle
|
||||
de rétroaction d'une image sur l'autre. Aucune lecture GPU vers CPU ni
|
||||
recherche de chunks en production. Pas de bruit temporel ou d'historique.
|
||||
|
||||
Deux cibles, RGBA8 plein écran et RGBA16 flottant à demi-résolution, soit
|
||||
environ six octets par pixel de l'écran, plus 176 octets d'uniformes par
|
||||
segment du tampon natif. Redimensionnement, arrêt, déconnexion et
|
||||
rechargement libèrent/recréent les ressources possédées. Ce budget n'est
|
||||
pas une garantie de FPS ; le SSGI coûte davantage qu'un simple réglage de
|
||||
colorimétrie.
|
||||
|
||||
## Limites de cette version
|
||||
|
||||
L'estimation utilise seulement la couleur et la profondeur visibles. Les
|
||||
blocs hors champ ou cachés n'apportent pas leur couleur. Le résultat peut
|
||||
changer lorsqu'ils entrent ou sortent de l'image ; une atténuation près
|
||||
des bords limite la coupure. Les surfaces transparentes absentes de la
|
||||
profondeur ne sont pas reconstruites. Petits objets et intersections plus
|
||||
minces que l'échantillonnage peuvent manquer. Il s'agit d'une approximation
|
||||
diffuse locale, pas d'une simulation complète d'éclairage global ni de
|
||||
reflets spéculaires. Aucune modification de l'eau et aucune source hors
|
||||
champ déduite ou générée.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Test ciblé natif réussi en **1 min** sur macOS / Apple M1 / OpenGL, nouveau
|
||||
monde plat de graine 122. À intensité 90, les échantillons du sol blanc
|
||||
montrent un gain rouge cumulé de 8 968 contre 20 bleu devant le mur rouge,
|
||||
puis 9 168 bleu contre 23 rouge devant le mur bleu. Le sol seul est inchangé.
|
||||
OFF/zéro restituent l'image de base et libèrent les cibles ; intensité 20
|
||||
réduit le gain. Changer la couleur du mur complètement occulté laisse
|
||||
l'image inchangée. Rechargement, caméra fixe, mouvement infinitésimal et
|
||||
retour à la caméra d'origine passent, sans accumulation de couleur.
|
||||
|
||||
Deux ajustements de fixture ont précédé ce résultat : inclure dans les
|
||||
mesures le blanc légèrement bleuté par l'éclairage natif, et formater les
|
||||
petits angles de `/tp` en décimal car la commande refuse la notation
|
||||
scientifique. Aucun comportement du jeu modifié pour ces corrections.
|
||||
|
||||
Log ciblé : `build/shader132-client-ssgi.log`. La suite complète réussit en
|
||||
**4 min 18 s** et vérifie aussi une fenêtre 961 × 541, le retour à sa taille
|
||||
initiale, le SSGI avec ombres/highlight/bloom/émissifs actifs, ainsi que
|
||||
l'arrêt global du shader. Les captures françaises et anglaises passent.
|
||||
Les contrôles précédents des cinq précisions, ombres, lune, feuillage, CTM,
|
||||
bloom et émissifs restent réussis. Log : `build/shader132-client-full.log`.
|
||||
|
||||
Commandes : `./gradlew :sanctuary:runClientGameTest -PsanctuaryClientTests=true
|
||||
-PsanctuaryPixelShadows122ClientTests=true -PsanctuaryClientNoVsync=true
|
||||
-PsanctuaryQuickTests=true`. Pour le test ciblé, remplacer la propriété
|
||||
PixelShadows par `-PsanctuarySsgi132ClientTests=true`.
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 25 s**, 126 tâches. Les packs normal/Test contiennent le
|
||||
même JAR ; sources archivées et template de ressources correspondent aux
|
||||
sources. Comparaison avec beta.131 : **11 entrées de production** modifiées,
|
||||
limitées au SSGI, à ses options et à ses points d'appel. Gameplay et textures
|
||||
des gemmes inchangés, aucun monde ni test embarqué. Aucun résultat
|
||||
Windows/Vulkan revendiqué.
|
||||
Le serveur GameTest dédié reste exclu conformément au refus antérieur de
|
||||
son EULA. Les captures panoramiques et les milieux de brume sous l'eau/lave
|
||||
ou neige poudreuse suspendent cette passe, comme les autres effets de
|
||||
profondeur Sanctuary.
|
||||
|
||||
## Livraison
|
||||
|
||||
- `Sanctuary-beta.132.mrpack` : 10394026 octets, SHA-256 `a7c0823e00f36925919645e32e7792242ec1d01015b41bee5b4f6285b9fc533d`.
|
||||
- `Sanctuary-Test-beta.132.mrpack` : 10412949 octets, SHA-256 `9bc30a7d6d5834f9323f15f0c39d3f49d200e1a97d739266ab373c9e1ba4a8fd`.
|
||||
|
||||
JAR : `83eb2d091a7acd85eaa8b3b6a00a40ea483f9eeb2a30c033bdf68b4d717c5142`.
|
||||
|
||||
Archives vérifiées recopiées dans `sanctuary-beta/build/`. [Release beta.132](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.132)
|
||||
publiée depuis `7e21781a9a08c669c7d6b65653bd9d408887689c`. Canal packwiz
|
||||
`9edaaedc0205c525ecce9de66b5ca7827c56c28f` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées, puis deux dans la même instance **Sanctuary Beta**,
|
||||
réussissent. Un seul JAR beta.132 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences de shaders, gardent leurs hashes. Sauvegarde
|
||||
préalable `sanctuary-backups/before-beta.132/` ; aucun monde personnel ouvert.
|
||||
Le checkout original conserve ses changements préexistants.
|
||||
|
||||
Reçus locaux ignorés : `build/shader132-artifact.json`,
|
||||
`build/shader132-isolated.json`, `build/shader132-prism.json`,
|
||||
`build/shader132-publication.log`.
|
||||
@@ -0,0 +1,106 @@
|
||||
# SHADER-133 — SSGI visible au réglage courant
|
||||
|
||||
Demande : le rebond diffus de beta.132 est trop discret pour être distingué.
|
||||
Branche `codex/ssgi-strength-beta133`, socle beta.132, Minecraft 26.3 / Java 25.
|
||||
|
||||
## Changement
|
||||
|
||||
La collecte conserve douze directions, dix étapes, une demi-résolution et
|
||||
un rayon de 2,5 blocs. L'atténuation spatiale devient linéaire plutôt que
|
||||
quadratique. Le mélange est reconstruit en lumière approximativement linéaire,
|
||||
puis réencodé une seule fois. Un gain artistique plus fort rend la couleur
|
||||
lisible et une courbe progressive évite de couper brutalement les canaux
|
||||
à blanc. Les surfaces sans rebond restent intactes. La force demeure réglable
|
||||
de 0 à 100, avec le même réglage initial de 35 ; aucune préférence enregistrée
|
||||
n'est écrasée. SSGI reste optionnel, initialement désactivé.
|
||||
|
||||
Aucun rayon, cible GPU ou texture de matériau supplémentaire. La composition
|
||||
ajoute une exponentielle et une racine carrée par canal ; le coût exact en FPS
|
||||
reste à mesurer sur la machine du joueur. Les normales de géométrie orientent
|
||||
déjà le rebond. Pas de PBR ni de normales procédurales de textures ajoutés.
|
||||
|
||||
## Piste matériaux
|
||||
|
||||
Pour une étape distincte, des normales de faible amplitude calculées au
|
||||
chargement des textures, mises en cache, et une rugosité par famille de matériaux
|
||||
permettraient d'étudier du relief et des reflets orientés. Une simple conversion
|
||||
luminosité → hauteur ne connaît pas le relief réel : un motif peint peut devenir
|
||||
une bosse artificielle. Commencer sur pierre, briques et bois avec une amplitude
|
||||
réglable serait préférable à une génération aveugle pour tous les blocs.
|
||||
La passe actuelle ne possède ni atlas de normales, ni identifiants de matériaux,
|
||||
ni albédo non éclairé ; des images seules ne suffiraient pas à les exploiter.
|
||||
|
||||
## Limites conservées
|
||||
|
||||
Approximation diffuse à partir de la couleur déjà éclairée, pas un transport
|
||||
physique complet. Seules les surfaces visibles contribuent, avec variations
|
||||
possibles aux entrées/sorties d'écran. Premier obstacle bloquant, pas d'historique
|
||||
ni de bruit temporel ; aucune modification d'eau, monde ou lumière serveur.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Suite client native complète réussie en **4 min 29 s**, sur macOS / Apple M1 /
|
||||
OpenGL, dans un monde de test plat (graine 122). Les comparaisons ON/OFF à 35 %
|
||||
mesurent, sur les pixels neutres du sol :
|
||||
|
||||
| Mur | Pixels avec gain ≥ 8/255 | Pixels avec gain ≥ 16/255 | Gain cumulé du canal dominant |
|
||||
| --- | ---: | ---: | ---: |
|
||||
| Rouge | 16 487 | 7 311 | 305 221 |
|
||||
| Bleu | 14 954 | 7 328 | 309 991 |
|
||||
|
||||
À 90 %, les gains dominants atteignent 654 683 et 655 867, contre 8 968 et
|
||||
9 168 au même réglage dans la fixture beta.132. Ce rapport concerne uniquement
|
||||
cette scène et ces pixels, pas une promesse de gain uniforme dans tous les mondes.
|
||||
Les captures confirment une bande colorée au pied du mur. Un premier réglage
|
||||
intermédiaire a été rejeté car aucun pixel du sol ne dépassait 8/255 à 35 % ;
|
||||
un second a passé les contrôles ciblés, puis la force a encore été augmentée
|
||||
après examen visuel. Les valeurs finales sont celles de la suite complète.
|
||||
|
||||
Le test impose maintenant plus de 5 000 pixels à 8/255 et plus de 500 à 16/255
|
||||
au réglage 35, pour les deux couleurs. Intensité, OFF/zéro, absence de rebond
|
||||
coplanaire, occultation d'un mur changeant de couleur, caméra fixe, déplacement
|
||||
infinitésimal, retour de caméra, redimensionnement et rechargement passent.
|
||||
Ombres, lune, feuillage, CTM, cinq précisions, bloom, émissifs indépendants et
|
||||
interfaces FR/EN restent validés, y compris avec le SSGI actif.
|
||||
|
||||
Commande : `./gradlew :sanctuary:runClientGameTest -PsanctuaryClientTests=true
|
||||
-PsanctuaryPixelShadows122ClientTests=true -PsanctuaryClientNoVsync=true
|
||||
-PsanctuaryQuickTests=true`. Log : `build/shader133-client-full.log`.
|
||||
Le nom de la propriété ciblée `sanctuarySsgi132ClientTests` est conservé.
|
||||
|
||||
Comparateur local autonome : `build/SSGI-beta.133-comparaison.html`, captures
|
||||
natives OFF/35/90 des murs rouge/bleu, sans retouche. Pas de validation
|
||||
Windows/Vulkan ni de mesure de coût FPS revendiquée.
|
||||
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 21 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader133-build.log`.
|
||||
Les archives normal/Test contiennent le même JAR ; sources archivées et template
|
||||
de ressources correspondent aux sources. Comparaison avec beta.132 : **5 entrées
|
||||
de production** changées (classe du compositeur, deux shaders, libellés FR/EN).
|
||||
Gameplay, textures, sauvegardes et dépendances inchangés.
|
||||
|
||||
## Artefacts
|
||||
|
||||
- `Sanctuary-beta.133.mrpack` : 10394282 octets, SHA-256 `0c90a070da7f969706abeeec1bdfb0830bb52244c20fccbca4fd876f3fbe0564`.
|
||||
- `Sanctuary-Test-beta.133.mrpack` : 10413204 octets, SHA-256 `e01f0355bf2cce18156fe94a069e142bedc498624ba0b6e2729ae0f23ea73e80`.
|
||||
|
||||
JAR : `a01cae4a98606007b533ca09ec9f072f19a1db2e9b8de466f4ad075d5c1fc185`.
|
||||
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.133](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.133)
|
||||
publiée depuis `216d3f75b576bd2ed531653012f9cc6c4801d87a`. Canal packwiz
|
||||
`9ceb5a5353c9d1b8bb7834a20e818fd65096ff98` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux synchronisations de la même instance
|
||||
**Sanctuary Beta** réussissent. Un seul JAR beta.133 actif ; les **923 fichiers
|
||||
personnels suivis**, dont sauvegardes et préférences, gardent leurs hashes.
|
||||
Sauvegarde préalable `sanctuary-backups/before-beta.133/`, aucun monde personnel
|
||||
ouvert. Le checkout original conserve ses changements préexistants.
|
||||
|
||||
Les archives normal/Test/template et le comparateur natif sont également dans
|
||||
`sanctuary-beta/build/`. Reçus locaux ignorés : `build/shader133-artifact.json`,
|
||||
`build/shader133-isolated.json`, `build/shader133-prism.json` et
|
||||
`build/shader133-publication.log`.
|
||||
@@ -0,0 +1,109 @@
|
||||
# SHADER-134 — PBR procédural optionnel et herbe SSGI
|
||||
|
||||
Demande : ajouter en option des normales calculées à partir des textures actives,
|
||||
avec rugosité des matériaux et reflets orientés. Retour : le SSGI renforcé
|
||||
éclaire artificiellement l'intérieur de l'herbe ; vérifier et corriger ce cas.
|
||||
Branche `codex/pbr-beta134`, socle beta.133, Minecraft 26.3 / Java 25.
|
||||
|
||||
## Contrat
|
||||
|
||||
PBR initialement OFF, intensité 50 réglable 0–100. Cartes de normales à partir
|
||||
des différences de luminance, amplitude limitée ; rugosité/métallicité par
|
||||
famille de blocs, repli rugueux pour les types inconnus. Analyse des ressources
|
||||
actives conservée en cache jusqu'à désactivation ou rechargement ; pas de fichiers
|
||||
écrits dans le pack personnel, pas de GPU readback en production.
|
||||
|
||||
Portée 32 blocs, sections visibles construites progressivement. Budget de maillage
|
||||
24 Mio, atlas de 4 096 matériaux en 16 × 16 avec bordures (1 280 × 1 280 RGBA8,
|
||||
6,25 Mio), copie RGBA8 de l'image courante et uniformes. Les textures de plus haute
|
||||
résolution sont échantillonnées à 16 × 16 ; première image des textures animées.
|
||||
La couleur et l'animation restent celles de l'atlas natif. Pas de parallax ni
|
||||
de géométrie ajoutée aux blocs ; les motifs clairs peuvent donner un faux relief.
|
||||
|
||||
La passe utilise une réponse spéculaire GGX (normales, rugosité, métallicité,
|
||||
Fresnel) et module l'éclairage diffus déjà rendu. Elle ne remplace pas tout le
|
||||
pipeline Minecraft par un moteur PBR physique. Soleil/lune, exposition au ciel et
|
||||
carte d'ombres active limitent les reflets ; pas de reflets miroir, d'environnement
|
||||
SSR, ni de direction locale déduite pour chaque torche. Aucun rendu PBR d'eau,
|
||||
d'entités, d'items ou de modèles spéciaux hors maillage de terrain.
|
||||
|
||||
## SSGI
|
||||
|
||||
Les normales des faces presque axiales sont stabilisées sur leur axe. Deux passes
|
||||
spatiales filtrent la lumière indirecte à demi-résolution, avec rejet des voisins
|
||||
hors du plan du récepteur et interpolation de l'échantillonnage. Les textures de
|
||||
l'image restent nettes. Un tampon RGBA16F supplémentaire à demi-résolution porte
|
||||
le budget des cibles SSGI à environ 8 octets par pixel plein écran (contre 6).
|
||||
Pas d'historique temporel ni de rémanence ajoutés.
|
||||
|
||||
Un parcours de 12 blocs a reproduit des bandes sur un mur et un éclaircissement
|
||||
artificiel d'herbe à 35 et 100. Le filtrage seul ne suffisait pas : la collecte
|
||||
réinjectait aussi trop fortement la lumière ambiante neutre. Elle conserve
|
||||
maintenant la composante chromatique de la source, en soustrayant son canal
|
||||
linéaire minimum. L'éclairage ambiant neutre reste celui de Minecraft. Ce réglage
|
||||
vise le transfert de couleur voulu, pas une simulation physique complète du
|
||||
rebond blanc. Les sources hors champ/cachées restent absentes du SSGI ; le résultat
|
||||
peut encore varier lors d'un déplacement important. PBR et SSGI restent indépendants.
|
||||
|
||||
## Vérification
|
||||
|
||||
Test PBR ciblé réussi en 1 min 13 s : relief éclairé/ombré, intensités 20/50/100,
|
||||
soleil matin/soir, cache stable, préférences, OFF/zéro, mouvement infinitésimal,
|
||||
redimensionnement, rechargement et combinaison des effets. Le premier parcours
|
||||
SSGI est conservé comme reproduction ; résultats finaux ci-dessous.
|
||||
|
||||
|
||||
Le parcours corrigé a réussi en **2 min 47 s** avec 13 positions réparties sur
|
||||
12 blocs, à 35 et 100, chaque fois comparées à OFF. Un mob immobile, des brins
|
||||
d'herbe et un mur figurent dans la scène. Retour au point initial sans rémanence.
|
||||
Sur les captures de ce parcours, le maximum du gain vert moyen mesuré dans
|
||||
l'herbe passe sous 9,73 niveaux à 35 et 24,51 à 100. Le test impose ensuite
|
||||
respectivement des limites de 12 et 30 à chaque position. L'essai reproduisant
|
||||
le défaut atteignait notamment 23,68 et 49,20 à l'extrémité droite.
|
||||
Ces mesures décrivent cette scène, pas une garantie d'absence d'artefacts
|
||||
dans tous les mondes ni sur toutes les cartes graphiques.
|
||||
|
||||
|
||||
La suite client complète réussit en **7 min** sur macOS / Apple M1 / OpenGL.
|
||||
Elle inclut le parcours latéral et ses seuils de gain, les deux couleurs de rebond,
|
||||
le PBR, les ombres, le feuillage, les cinq précisions, le CTM, les émissifs, le
|
||||
bloom, les préférences et les écrans FR/EN. Log : `build/shader134-client-full.log`.
|
||||
Le contrôle PBR final réussit en **1 min 19 s** : placement/retrait d'un toit,
|
||||
invalidations de lumière/maillage et rendu combiné avec les ombres actives. Les
|
||||
reflets utilisent maintenant la grille des ombres pour leur test de visibilité. Aucun résultat Windows/Vulkan ni
|
||||
mesure de FPS revendiqués.
|
||||
|
||||
|
||||
## Construction et artefacts
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 22 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader134-build.log`.
|
||||
Packs normal/Test : même JAR Sanctuary. Sources archivées et template identiques
|
||||
aux sources. Comparaison à beta.133 : **23 entrées de production** changées,
|
||||
limitées au rendu, à ses options et points d'appel. Gameplay et gemmes inchangés.
|
||||
|
||||
- `Sanctuary-beta.134.mrpack` : 10421971 octets, SHA-256 `d5bc79acb1d56e7dcf83c976156fdb2fcde80c98e443bde8a6ab312d56887b7f`.
|
||||
- `Sanctuary-Test-beta.134.mrpack` : 10440898 octets, SHA-256 `04308ebb9adaf76b30a3cbf4fa32ab897e76842803fc8c8411cfa32952d1bdd5`.
|
||||
|
||||
JAR : `a6e69622a5e6629f70dd19b7494ad3b00916bc02169b73635f0e2d563929b7fa`.
|
||||
|
||||
Comparateur local : `build/Shader-beta.134-comparaison.html`. Il contient les
|
||||
captures natives PBR OFF/50/100 et le parcours SSGI de 12 blocs OFF/35/100.
|
||||
Le parcours est une succession de positions enregistrées, pas une mesure des FPS.
|
||||
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.134](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.134)
|
||||
publiée depuis `fc4a0cb68ed2d89163c8e74773976df5bab4f3f1`. Canal packwiz
|
||||
`35ec0f6e145002f6367944df5b75e2703958eaef` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.134 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.134/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparateur natif vérifiés également dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader134-artifact.json`, `build/shader134-isolated.json`,
|
||||
`build/shader134-prism.json`, `build/shader134-publication.log`.
|
||||
@@ -0,0 +1,116 @@
|
||||
# SHADER-135 — SSGI en contre-plongée et près des surfaces
|
||||
|
||||
Demande : supprimer les déchirures horizontales sous une surface, notamment
|
||||
près de la lave, et atténuer proprement le rebond quand la caméra s'approche
|
||||
d'une source ou d'un mur. Branche `codex/shader-closeup-beta135`, socle beta.134.
|
||||
Minecraft 26.3 / Java 25 ; aucune modification de monde ou de gameplay.
|
||||
|
||||
## Diagnostic et correction
|
||||
|
||||
Le calcul des normales comparait l'aire du pixel en unités du monde à un seuil
|
||||
fixe. À courte distance ou à haute résolution, cette aire devient naturellement
|
||||
très petite : le rejet pouvait couper une surface continue. Les deux directions
|
||||
sont maintenant normalisées avant leur produit vectoriel. Les texels de bord
|
||||
sont bornés et les voisins sans profondeur ne créent plus de fausse surface.
|
||||
|
||||
La composition utilise le centre exact du texel de profondeur. Le rebond
|
||||
s'atténue entre 0,4 et 0,06 bloc de distance au **plan** receveur, et lorsque la
|
||||
vue devient presque tangente. Cette distance évite une découpe circulaire sur
|
||||
un mur plat. L'image native reste nette ; aucune texture du décor n'est floutée.
|
||||
|
||||
Les sondes sortant du volume de projection sont rejetées. Leur contribution
|
||||
s'atténue près du plan de caméra et de la limite d'épaisseur d'un impact, au lieu
|
||||
d'une contribution pleine jusqu'à cette limite. Trois ressources GLSL modifiées ;
|
||||
aucune passe, cible GPU, lecture CPU, histoire temporelle ou option ajoutée.
|
||||
Les 12 rayons × 10 pas et les deux passes de filtrage spatial restent inchangés.
|
||||
|
||||
## Réglages initiaux
|
||||
|
||||
Demande ajoutée pendant la livraison : **bloom 20 %**, **PBR ON** et **SSGI ON**.
|
||||
Les intensités PBR 50 et SSGI 35 restent inchangées. Les champs absents du fichier
|
||||
de préférences prennent ces nouvelles valeurs ; les choix explicites du joueur
|
||||
restent conservés. Aides françaises et anglaises mises à jour. Vérification
|
||||
native supplémentaire des préférences vierges, partielles et personnalisées.
|
||||
|
||||
## Reproduction native
|
||||
|
||||
Deux scènes isolées : stone au-dessus de la lave, puis coin à 0,5 bloc d'une
|
||||
paroi rouge. Caméra en contre-plongée, sept distances au plafond de 2 à 0,04 bloc,
|
||||
comparaisons OFF/35/100 avant/après. Dans la première scène, à 0,1 bloc et
|
||||
intensité 100, le saut maximal de gain rouge moyen entre lignes de pixels neutres
|
||||
passe de **14,88 à 0,052** niveaux sur 255. Dans le coin, à 0,4 bloc et intensité
|
||||
35, le rebond auparavant rejeté revient (gain moyen de **6,01** niveaux), puis
|
||||
s'atténue à l'approche du contact. Ces chiffres concernent ces scènes uniquement.
|
||||
|
||||
Les deux essais ciblés corrigés réussissent en 1 min 18 s et 1 min 17 s sur
|
||||
Apple M1 / OpenGL. Images avant/après conservées dans `build/closeup-*` ;
|
||||
comparateur autonome `build/Shader-beta.135-comparaison.html`.
|
||||
|
||||
## Régression et livraison
|
||||
|
||||
Les contrôles natifs de la suite générale réussissent jusqu'au parcours SSGI :
|
||||
ombres, lune, feuillage, temps réel, CTM, émissifs/bloom, couleurs de rebond,
|
||||
occlusion, réglages, rechargement et déplacement latéral de 12 blocs à 35/100.
|
||||
Log : `build/shader135-client-main.log`. La suite n'est pas présentée comme
|
||||
entièrement réussie : elle s'est arrêtée sur une attente incorrecte du nouveau
|
||||
test, qui demandait du rebond alors que sa source était sortie du champ.
|
||||
|
||||
Le scénario corrigé distingue la haute résolution avec source visible de la
|
||||
vue très relevée sans source visible. Le bassin possède un fond pour isoler la
|
||||
lave des essais suivants ; les particules du scénario précédent sont effacées
|
||||
avant la comparaison PBR statique. Une première tentative avait aussi rencontré
|
||||
le refus natif de remettre l'horloge à sa valeur actuelle ; la préparation de
|
||||
l'heure est désormais répétable. Ces changements concernent uniquement les tests.
|
||||
|
||||
Le contrôle final ciblé **réussit en 2 min 52 s** : les deux scènes, 35/100,
|
||||
sept distances, 1280 × 720 avec source visible, source hors champ, mouvement
|
||||
minuscule, rendu combiné, puis contrôles PBR complets (cache, intensités,
|
||||
matériaux, soleil, toit, OFF/zéro, redimensionnement et rechargement).
|
||||
Log : `build/shader135-client-final.log` ; marqueurs `SSGI135_CLOSEUP_PASS` et
|
||||
`PBR134_PASS`. Les seuils de proximité et PBR sont conservés.
|
||||
Le contrôle supplémentaire des nouveaux défauts et du PBR **réussit en
|
||||
1 min 16 s** : préférences vierges, champs absents, valeurs personnelles conservées,
|
||||
puis rendu PBR et combinaison des effets. Log : `build/shader135-defaults-client.log`.
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 18 s**, 126 tâches. Le serveur GameTest dédié demeure exclu
|
||||
conformément au refus EULA antérieur. Les classes des scénarios clients compilent
|
||||
aussi après leur isolation explicite des effets activés par défaut.
|
||||
Log : `build/shader135-build.log` ; compilation : `build/shader135-test-compile.log`.
|
||||
|
||||
## Archives vérifiées
|
||||
|
||||
Comparaison à beta.134 : **6 entrées de production** modifiées, limitées aux
|
||||
trois ressources SSGI, aux valeurs initiales et aux aides FR/EN. Gameplay et
|
||||
textures des gemmes inchangés. Packs normal/Test : JAR Sanctuary identique ;
|
||||
archives de sources et template conformes aux sources. Reçu local ignoré :
|
||||
`build/shader135-artifact.json`.
|
||||
|
||||
|
||||
## Limites
|
||||
|
||||
Le SSGI utilise seulement les surfaces visibles : les sources hors champ restent
|
||||
absentes et un grand changement de vue peut modifier le rebond. L'atténuation
|
||||
proche est volontaire ; ce n'est pas une simulation volumétrique. Le brouillard
|
||||
natif de submersion continue de suspendre le SSGI, comme en beta.134. Aucun
|
||||
résultat Windows/Vulkan ni mesure de FPS revendiqués.
|
||||
|
||||
- `Sanctuary-beta.135.mrpack` : 10422391 octets ; SHA-256 `36ac278f9f5ecd2cefd69da16ea7d153ff44c5fc8e6bf0b3a3d6b71f5d767af6`.
|
||||
|
||||
- `Sanctuary-Test-beta.135.mrpack` : 10441314 octets ; SHA-256 `e096374f7ea0856b20392e5d277e94f6c3d411723d7ffc10ceccdd9f0bf5c4d4`.
|
||||
|
||||
JAR : `a68ccd04a92a962c46a76b26a80cb44a4faf7a13a562094dde51010ade594c10`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.135](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.135)
|
||||
publiée depuis `7fada570efb5ed579e6e4d7bc2b87079c7131b31`. Canal packwiz
|
||||
`5b0df577fcd036937c25be3a1f4580f9db3103a1` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.135 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.135/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparateur natif également vérifiés dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader135-artifact.json`, `build/shader135-isolated.json`,
|
||||
`build/shader135-prism.json`, `build/shader135-publication.log`.
|
||||
@@ -0,0 +1,85 @@
|
||||
# SHADER-136 — Lens flare rectangulaire doux
|
||||
|
||||
Demande : ajouter un lens flare avec des rectangles dégradés, exclusivement
|
||||
pour le soleil et la lune. Socle beta.135, branche `codex/lens-flare-beta136`.
|
||||
Minecraft 26.3 / Java 25. Aucun changement de gameplay ou de monde.
|
||||
|
||||
## Contrat
|
||||
|
||||
Effet activé initialement à **30 %**, intensité réglable 0–100, indépendant du halo de bloom.
|
||||
Rectangles translucides aux bords doux, suivant la position de l'astre à l'écran.
|
||||
La visibilité provient de l'image émissive céleste native, avant les blocs :
|
||||
les murs masquent l'effet, les sources de terrain ne le déclenchent pas.
|
||||
L'astre sortant du champ doit s'atténuer sans sauter sur le bord opposé.
|
||||
Pas d'historique, ni lecture GPU vers le CPU, ni texture générée sur disque.
|
||||
|
||||
## Rendu et budget
|
||||
|
||||
Trois rectangles à dégradé doux par astre : un halo horizontal près de sa
|
||||
position et deux reflets plus petits le long de l'axe passant par le centre de
|
||||
l'écran. Teinte solaire chaude, lunaire légèrement bleue. Intégration de la
|
||||
lumière réellement dessinée par le ciel natif ; phases de lune conservées.
|
||||
Atténuation aux bords de l'écran et à l'horizon, sans projection derrière la caméra.
|
||||
|
||||
Le masque céleste est mesuré avant l'ajout des émissifs de terrain. Réduction
|
||||
vers une texture 2 × 1 RGBA16F (512 échantillons au maximum au total), puis une
|
||||
passe de composition avec deux lectures de cette texture et des dégradés analytiques.
|
||||
La cible d'émission plein écran existante est réutilisée. Quand seul le flare
|
||||
fonctionne, aucun maillage d'émissif de terrain ni tampon de flou n'est construit.
|
||||
OFF et zéro libèrent la cible du flare ; les autres effets gardent leur autonomie.
|
||||
|
||||
## Vérification
|
||||
|
||||
Le scénario client natif réussit en **1 min 52 s** sur macOS / Apple M1 / OpenGL.
|
||||
Soleil OFF/30/80, lune et nouvelle lune, mur occultant, source hors champ,
|
||||
glowstone exclue, image statique, redimensionnement et rechargement des ressources.
|
||||
Le flare reste actif sans bloom ; OFF/zéro libèrent ses ressources. Préférences
|
||||
vierges, partielles, personnalisées, bornage et libellés FR/EN vérifiés.
|
||||
Les contrôles existants du bloom et des minerais émissifs passent également.
|
||||
Log : `build/shader136-client-final.log`, marqueurs `EMISSIVE131_PASS` et
|
||||
`LENS_FLARE136_PASS`. Les captures natives restent dans le dossier de tests ; comparatif autonome
|
||||
`build/Shader-beta.136-comparaison.html` (soleil OFF/30/80 et lune OFF/30).
|
||||
|
||||
Une première tentative s'est arrêtée sur l'attente d'un angle de caméra :
|
||||
Minecraft normalise 180° en −180°. Le scénario utilise maintenant un angle
|
||||
canonique ; ce changement concerne uniquement le test.
|
||||
|
||||
## Limites
|
||||
|
||||
Effet optique en espace écran : il s'atténue quand l'astre quitte le champ et
|
||||
à l'horizon. Le masque natif du ciel contrôle l'occultation ; la lune reste
|
||||
volontairement beaucoup plus discrète. Le brouillard de submersion suspend
|
||||
l'effet comme le bloom existant. Aucun essai Windows/Vulkan ni mesure de FPS
|
||||
revendiqués.
|
||||
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 29 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader136-build.log`.
|
||||
Comparaison à beta.135 : **9 entrées de production** modifiées, uniquement
|
||||
le rendu, ses préférences et ses libellés. Gameplay et textures des gemmes
|
||||
strictement conservés. JAR normal/Test identique, sources et template vérifiés.
|
||||
Reçu local : `build/shader136-artifact.json`.
|
||||
|
||||
- `Sanctuary-beta.136.mrpack` : 10424821 octets ; SHA-256 `808006bf2b0cb3fe63d3e16ae3a0003d27ad0b7e793a3a05f25b5d73ae88bc8d`.
|
||||
|
||||
- `Sanctuary-Test-beta.136.mrpack` : 10443744 octets ; SHA-256 `70f593ad16d1f4fd4305b276ce2727a63f87bcb84df45e55840c1427a314a1eb`.
|
||||
|
||||
JAR : `086afede22903f8988889f6085631451f65d6d55c2e4c81f249d2234698e68e5`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.136](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.136)
|
||||
publiée depuis `71296a9cfb0f6b1a6e6f0c48145f3cc432c8afd0`. Canal packwiz
|
||||
`dd5b545a7cfbb957f2c70e9dc17034b44caef98f` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.136 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.136/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparatif natif également vérifiés dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader136-artifact.json`, `build/shader136-isolated.json`,
|
||||
`build/shader136-prism.json`, `build/shader136-publication.log`.
|
||||
@@ -0,0 +1,96 @@
|
||||
# SHADER-137 — Rayons solaires volumétriques
|
||||
|
||||
Demande validée : faisceaux légers découpés par les blocs, carte d'ombres partagée,
|
||||
feuillage perméable, rendu natif préservé, option et intensité indépendantes du bloom.
|
||||
Socle beta.136, branche `codex/sunshafts-beta137`, Minecraft 26.3 / Java 25.
|
||||
Aucun changement de monde ni de gameplay.
|
||||
|
||||
## Contrat
|
||||
|
||||
Soleil uniquement ; activé initialement à 35 %, intensité 0–100.
|
||||
Intégration de 16 segments par pixel à un quart de chaque dimension.
|
||||
Reconstruction guidée par la profondeur, sans historique ni bruit animé.
|
||||
Réutilisation du masque de feuillage déjà stable dans les ombres.
|
||||
La carte solaire peut fonctionner sans afficher les ombres sur les surfaces.
|
||||
Portée bornée à 64 blocs et à la moitié de la portée des ombres.
|
||||
Atténuation aux limites de la carte, à l'horizon et avec la météo.
|
||||
|
||||
## Rendu et coût borné
|
||||
|
||||
Deux passes : intégration dans une cible RGBA16F de largeur et hauteur divisées
|
||||
par quatre, puis reconstruction guidée par la profondeur. Seize segments
|
||||
quadratiques privilégient les premiers mètres ; quatre lectures fixes de la
|
||||
carte d'ombres par segment adoucissent seulement la lumière dans l'air.
|
||||
La dernière portion du rayon rétrécit continûment à l'approche d'une surface.
|
||||
La lumière utilise une teinte solaire chaude mélangée au brouillard natif.
|
||||
|
||||
La carte d'ombres et ses maillages sont partagés, y compris les trous de
|
||||
transmission déterministes des feuilles. Aucune copie d'image plein écran,
|
||||
aucune duplication du terrain, aucune lecture GPU côté CPU ni accumulation
|
||||
entre images dans le rendu de production. OFF/zéro libèrent le volume ; la
|
||||
carte d'ombres reste seulement si les ombres de surface sont activées.
|
||||
Le soleil sous l'horizon et la submersion suspendent les rayons.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Scénario natif réussi en **1 min 41 s** sur macOS / Apple M1 / OpenGL : pièce
|
||||
entièrement fermée, toit ajouré OFF/35/100, feuilles puis ciel ouvert, déplacement
|
||||
de quatre blocs et retour, caméra proche d'un mur à 0,5 puis 0,125 bloc,
|
||||
soleil hors champ, nuit, OFF/zéro, carte d'ombres partagée, effet combiné,
|
||||
redimensionnement à 961 × 541 et rechargement des ressources. Préférences
|
||||
vierges/partielles/personnelles, bornage et libellés FR/EN également vérifiés.
|
||||
Log : `build/shader137-client-final.log`, marqueur `SUNSHAFT137_PASS`.
|
||||
Comparatif autonome : `build/Shader-beta.137-comparaison.html`.
|
||||
|
||||
La première tentative s'est arrêtée sur une comparaison de gain brut entre
|
||||
feuillage et ciel ouvert. La composition dispose de moins de marge sur un mur
|
||||
déjà clair : le test compare maintenant la contribution normalisée sur les mêmes
|
||||
surfaces, et les feuilles du scénario sont persistantes. Aucun seuil du rendu
|
||||
n'a été assoupli pour faire passer ce contrôle.
|
||||
|
||||
Les contrôles natifs existants du bloom, des vingt textures de minerais émissifs
|
||||
et du lens flare réussissent également en **1 min 32 s**, avec leurs seuils
|
||||
inchangés. Log : `build/shader137-regression.log`, marqueurs `EMISSIVE131_PASS`
|
||||
et `LENS_FLARE136_PASS`. Les autres effets sont explicitement isolés dans les
|
||||
scénarios qui nécessitent une image témoin sans rayons.
|
||||
|
||||
## Limites
|
||||
|
||||
Le volume utilise les formes présentes dans la carte d'ombres existante :
|
||||
il n'ajoute pas de projection d'ombre des entités ou des nuages. Le feuillage
|
||||
reste une approximation par transmission déterministe. Portée maximale de
|
||||
64 blocs, atténuée à son extrémité. Le faible nombre de segments et la résolution
|
||||
réduite peuvent lisser les ouvertures très fines. Aucun résultat Windows/Vulkan
|
||||
ni mesure de FPS revendiqués.
|
||||
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 27 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader137-build.log`.
|
||||
Comparaison à beta.136 : **11 entrées de production** modifiées, uniquement
|
||||
le rendu, ses préférences et ses libellés. Gameplay et textures des gemmes
|
||||
strictement conservés. JAR normal/Test identique, sources et template vérifiés.
|
||||
Reçu local : `build/shader137-artifact.json`.
|
||||
|
||||
- `Sanctuary-beta.137.mrpack` : 10431723 octets ; SHA-256 `6684d1dbe48cd3031b373a03d4380519fdbf5d841e1c7cb5e290dec63b5ba9f6`.
|
||||
|
||||
- `Sanctuary-Test-beta.137.mrpack` : 10450650 octets ; SHA-256 `32b0cee60152b6a5c8f31b248391c79a5fdf47b649de74902b066457ad4785ef`.
|
||||
|
||||
JAR : `f1fbc106b4b048753f9a669af37e9c12f92168af486d4072f514e86920c81faa`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.137](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.137)
|
||||
publiée depuis `2d7072b8a8febac53354e9d0063246ac1e843e37`. Canal packwiz
|
||||
`68cb39a5edbf5d34def02f670e2488ee852605b8` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.137 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.137/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparatif natif également vérifiés dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader137-artifact.json`, `build/shader137-isolated.json`,
|
||||
`build/shader137-prism.json`, `build/shader137-publication.log`.
|
||||
@@ -0,0 +1,101 @@
|
||||
# SHADER-138 — Épaisseur des rayons et météo
|
||||
|
||||
Demande : épaissir les sunshafts avec la météo, surtout le brouillard.
|
||||
Socle beta.137, branche `codex/sunshaft-weather-beta138`, Minecraft 26.3 / Java 25.
|
||||
Aucune modification des règles météo, des sauvegardes ou du gameplay.
|
||||
|
||||
## Contrat
|
||||
|
||||
Densité et diffusion liées au brouillard environnemental réellement rendu,
|
||||
indépendamment de la limite de distance de rendu. Pluie/neige natives :
|
||||
renforcement plus modéré ; orage : réduction supplémentaire du soleil.
|
||||
Transitions continues, mêmes deux passes et seize segments. Le réglage
|
||||
manuel conserve sa valeur, aucune nouvelle option.
|
||||
|
||||
## Rendu
|
||||
|
||||
Le brouillard utilise `FogData.environmentalEnd`, séparé de la distance de
|
||||
rendu native. Sa contribution croît en douceur entre 192 et 80 blocs de
|
||||
visibilité. La densité passe de ×1 à ×3,5 pour le brouillard seul ; la diffusion
|
||||
angulaire s'élargit et la lumière lointaine s'éteint plus vite. Les coefficients
|
||||
ne dépendent d'aucun bruit animé ni historique d'image.
|
||||
|
||||
Pluie et neige utilisent le niveau natif de précipitation : densité jusqu'à
|
||||
×1,8, diffusion plus légère. La lumière disponible tombe progressivement à
|
||||
25 % sous une pluie maximale et à 8,75 % sous un orage maximal. La carte solaire
|
||||
reste disponible pour le volume même lorsque Minecraft cache entièrement
|
||||
son disque solaire ; les ombres sur les surfaces conservent leur comportement.
|
||||
Le brouillard et la météo continuent leurs transitions natives.
|
||||
|
||||
Même cible au quart de chaque dimension, deux passes, seize segments et
|
||||
quatre lectures de la carte par segment. L'empreinte de l'ombre ne change pas :
|
||||
la météo ne crée pas d'ouverture artificielle à travers un mur.
|
||||
|
||||
## Vérification
|
||||
|
||||
Scénario client natif réussi en **3 min 29 s**, macOS / Apple M1 / OpenGL.
|
||||
Les contrôles des volumes beta.137 passent à nouveau : ouvertures, feuilles,
|
||||
pièce fermée, mouvement/retour, proximité, soleil hors champ, intensité,
|
||||
OFF/zéro/nuit, redimensionnement, rechargement, préférences et libellés FR/EN.
|
||||
|
||||
La suite utilise ensuite les vraies commandes serveur de météo : clair,
|
||||
`weather fog`, pluie, orage et retour au clair, dans le même décor avec le
|
||||
curseur maintenu à 35. Transition progressive du brouillard, rechargement
|
||||
sous brouillard, absence d'éclairage d'une pièce fermée et restitution de
|
||||
l'image claire initiale vérifiés. La contribution normalisée du volume dans
|
||||
cette scène passe d'environ 0,0034 au clair à 0,0236 sous brouillard ; ce n'est
|
||||
pas un multiplicateur universel de luminosité. L'orage reste sous la pluie.
|
||||
|
||||
Log : `build/shader138-client-final.log`, marqueurs `SUNSHAFT137_PASS` et
|
||||
`SUNSHAFT138_WEATHER_PASS`. Comparatif natif autonome :
|
||||
`build/Shader-beta.138-comparaison.html`.
|
||||
|
||||
## Diagnostic de la pluie
|
||||
|
||||
La première exécution native a validé le brouillard, puis s'est arrêtée en
|
||||
attendant des rayons sous une pluie maximale. Minecraft 26.3 fournit alors
|
||||
`rainBrightness = 1 - rainLevel`, soit zéro : beta.137 ne construisait plus la
|
||||
carte solaire. Le volume reçoit désormais son atténuation météo propre et
|
||||
conserve la carte nécessaire, sans réactiver les ombres de surface sous la
|
||||
pluie maximale. Log de diagnostic : `build/shader138-client-first.log`.
|
||||
|
||||
## Limites
|
||||
|
||||
Coefficients artistiques bornés, sans simulation physique de gouttes ni de
|
||||
nuages. Le brouillard environnemental est distinct de la simple distance
|
||||
d'affichage ; la pluie et la neige partagent le niveau natif de précipitation.
|
||||
Les limites des volumes beta.137 restent applicables : 64 blocs maximum,
|
||||
formes de la carte d'ombres et feuillage approximé. Pas de mesure de FPS ni
|
||||
de validation Windows/Vulkan revendiquée.
|
||||
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 20 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader138-build.log`.
|
||||
Comparaison à beta.137 : **6 entrées de production** modifiées, uniquement
|
||||
le rendu et les aides FR/EN. Gameplay et textures des gemmes strictement
|
||||
conservés. JAR normal/Test identique, sources et template vérifiés.
|
||||
Reçu local : `build/shader138-artifact.json`.
|
||||
|
||||
- `Sanctuary-beta.138.mrpack` : 10432860 octets ; SHA-256 `67093d3a53e3d90c31e8fb940d709ccf41ad730595e358346fa27ad744b44460`.
|
||||
|
||||
- `Sanctuary-Test-beta.138.mrpack` : 10451787 octets ; SHA-256 `1ff39158b47f44a831b6506c8c2636441b2bff02644d20b1698330097e5ff059`.
|
||||
|
||||
JAR : `44b6dd14f0e962fcb6f1efd61e0e7bb2c8dbb033cef81598582ec16c46a46518`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.138](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.138)
|
||||
publiée depuis `daf36fdeacca707930092363589c89984af78f3b`. Canal packwiz
|
||||
`c049423de1971079b9d61874d83adeb6f1ad49f7` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.138 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.138/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparatif natif également vérifiés dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader138-artifact.json`, `build/shader138-isolated.json`,
|
||||
`build/shader138-prism.json`, `build/shader138-publication.log`.
|
||||
@@ -0,0 +1,99 @@
|
||||
# SHADER-139 — Compatibilité Vulkan du shader beta.138
|
||||
|
||||
Socle **beta.138**, Minecraft **26.3**, Java **25**, branche
|
||||
`codex/vulkan-shaders-beta139`.
|
||||
|
||||
Le signalement initial concernait un bloom invisible même à 100 %. Le joueur
|
||||
indique ensuite que le rendu fonctionne de nouveau sur Windows et demande
|
||||
la compatibilité Vulkan. Les changements expérimentaux d'intensité ont été
|
||||
retirés : les shaders et les valeurs par défaut restent ceux de beta.138.
|
||||
|
||||
## Contrat
|
||||
|
||||
Utiliser les mêmes pipelines RenderPearl sur OpenGL et Vulkan. Vérifier le
|
||||
backend réellement utilisé, car Minecraft peut retomber sur OpenGL lorsque
|
||||
Vulkan ne démarre pas. Tester les effets dans de nouveaux mondes ignorés,
|
||||
sans ouvrir de sauvegarde personnelle ni modifier le backend de l'instance Prism.
|
||||
|
||||
Le lancement des tests accepte désormais `-PsanctuaryClientGraphicsBackend=vulkan`
|
||||
ou `opengl`. Les tests de shaders refusent tout repli silencieux et consignent
|
||||
le nom du backend, du GPU et du pilote. Cette option concerne uniquement
|
||||
le client de développement.
|
||||
|
||||
## Reproduction
|
||||
|
||||
```sh
|
||||
JAVA_HOME=/chemin/vers/jdk-25 ./gradlew :sanctuary:runClientGameTest \
|
||||
-PsanctuaryClientTests=true -PsanctuaryPixelShadows122ClientTests=true \
|
||||
-PsanctuaryClientGraphicsBackend=vulkan \
|
||||
-PsanctuaryClientNoVsync=true -PsanctuaryQuickTests=true
|
||||
```
|
||||
|
||||
Sur Windows, utiliser `gradlew.bat` avec les mêmes propriétés et Java 25.
|
||||
Ajouter `-PsanctuaryClientImprovedTransparency=true` pour tester la transparence
|
||||
améliorée ; le choix initial est restauré après le test.
|
||||
Pour les rayons et la météo, remplacer `sanctuaryPixelShadows122ClientTests`
|
||||
par `sanctuarySunshaft137ClientTests`. Pour isoler le bloom et le lens flare,
|
||||
utiliser `sanctuaryBloom130ClientTests`.
|
||||
|
||||
## Diagnostic initial
|
||||
|
||||
Le client Vulkan démarre ici sur **Apple M1 / MoltenVK 1.4.2**, API 1.2.350.
|
||||
Le test du bloom réussit en **2 min 19 s** : les masques des vingt minerais,
|
||||
les contrôles OFF/zéro, intensité/diffusion, l'occlusion, le rechargement,
|
||||
les torches, glowstone, lampes, lave, soleil et le lens flare sont vérifiés.
|
||||
Les mesures de référence du bloom sont identiques à celles d'OpenGL :
|
||||
14649 pixels de minerai, gain du halo faible 218131, fort 1970502,
|
||||
gain solaire 7708. Log : `build/shader139-vulkan-first.log`.
|
||||
|
||||
Cela confirme cette combinaison précise ; ce n'est pas une validation des
|
||||
pilotes NVIDIA/AMD/Intel sous Windows. En cas de retour du problème, le
|
||||
`logs/latest.log` de la session Windows concernée est nécessaire pour relever
|
||||
le backend effectif, le GPU, le pilote et les éventuelles erreurs de pipeline.
|
||||
|
||||
## Suite Vulkan
|
||||
|
||||
`sanctuaryPixelShadows122ClientTests` réussit en **8 min 50 s**. Les contrôles
|
||||
couvrent ombres diurnes/nocturnes, feuillage, stabilité en temps réel,
|
||||
highlights CTM, bloom et lens flare, SSGI en déplacement et près des surfaces,
|
||||
PBR directionnel, rechargement, redimensionnement et interfaces FR/EN.
|
||||
Log : `build/shader139-vulkan-suite2.log`.
|
||||
|
||||
Le bloom et le lens flare réussissent aussi avec
|
||||
`sanctuaryClientImprovedTransparency=true`, en **1 min 45 s**. Le backend
|
||||
est bien Vulkan, sa profondeur est en `[0, 1]` et l'option de transparence
|
||||
est active. Les mesures du bloom restent identiques.
|
||||
Log : `build/shader139-vulkan-transparency.log`.
|
||||
|
||||
La suite météo/rayons beta.138 n'a pas été rejouée sous Vulkan dans ce ticket ;
|
||||
les résultats ci-dessus portent sur les effets explicitement listés.
|
||||
Le joueur confirme que le retour à OpenGL rétablit l'effet sur Windows.
|
||||
Ce défaut particulier reste à reproduire à partir d'un journal récent.
|
||||
|
||||
Un premier lancement utilisait un nom de propriété incomplet et a exécuté
|
||||
la suite générale, échouant dans Blocodex avant les tests de shaders.
|
||||
Ce lancement n'est pas compté comme une validation Vulkan des shaders.
|
||||
La commande corrigée utilise `sanctuaryPixelShadows122ClientTests`.
|
||||
|
||||
## Construction
|
||||
|
||||
`./gradlew check build -x :sanctuary:runGameTest` réussit ; le serveur
|
||||
GameTest dédié reste exclu conformément au refus EULA antérieur.
|
||||
Log : `build/shader139-check-build.log`. Le JAR reconstruit est **strictement
|
||||
identique, octet pour octet**, au JAR Sanctuary de la release beta.138.
|
||||
La distribution ne change pas et ne nécessite donc pas de nouvel assemblage.
|
||||
|
||||
## Distribution
|
||||
|
||||
Ce ticket ajoute des options de lancement de tests et leur documentation.
|
||||
Les shaders de production et les réglages de beta.138 ne sont pas changés.
|
||||
Aucune nouvelle livraison binaire, aucun tag beta.139 ni mise à jour de
|
||||
l'instance personnelle n'est effectué pour une vérification seule.
|
||||
|
||||
## Référence du moteur
|
||||
|
||||
Minecraft 26.3 compile les shaders OpenGL et Vulkan via ShaderC et expose
|
||||
`RENDERPEARL_DEPTH_IS_ZERO_TO_ONE` pour la convention de profondeur.
|
||||
[Notes officielles Minecraft 26.3](https://feedback.minecraft.net/hc/en-us/articles/48913133328013-Minecraft-Java-Edition-26-3).
|
||||
Les effets Sanctuary transmettent déjà la convention du périphérique aux
|
||||
reconstructions de position ; aucun remplacement spéculatif n'est appliqué.
|
||||
+2
-2
@@ -9,8 +9,8 @@ loom_version=1.17.20
|
||||
fabric_api_version=0.160.5+26.3
|
||||
|
||||
# Release counter: beta.001, .002, .003, ... (see docs/versioning.md).
|
||||
mod_version=beta.130
|
||||
pack_version=beta.130
|
||||
mod_version=beta.140
|
||||
pack_version=beta.140
|
||||
resource_pack_version=beta.121
|
||||
maven_group=fr.koka.sanctuary
|
||||
jei_version=30.32.0-sanctuary.3
|
||||
|
||||
@@ -25,6 +25,16 @@ if (clientRenderTests) {
|
||||
java.srcDir('src/clientGametest/java')
|
||||
}
|
||||
tasks.named('runClientGameTest') {
|
||||
def graphicsBackend = providers.gradleProperty('sanctuaryClientGraphicsBackend')
|
||||
if (graphicsBackend.isPresent()) {
|
||||
args('--graphicsBackend', graphicsBackend.get())
|
||||
systemProperty('sanctuary.test.graphicsBackend', graphicsBackend.get())
|
||||
}
|
||||
def improvedTransparency = providers.gradleProperty('sanctuaryClientImprovedTransparency')
|
||||
if (improvedTransparency.isPresent()) {
|
||||
systemProperty('sanctuary.test.improvedTransparency', improvedTransparency.get())
|
||||
}
|
||||
systemProperty('sanctuary.test.colored140', providers.gradleProperty('sanctuaryColored140ClientTests').getOrElse('false'))
|
||||
systemProperty('sanctuary.test.noVsync', providers.gradleProperty('sanctuaryClientNoVsync').getOrElse('false'))
|
||||
systemProperty('sanctuary.test.quick', providers.gradleProperty('sanctuaryQuickTests').getOrElse('false'))
|
||||
systemProperty('sanctuary.test.introVisualOnly', providers.gradleProperty('sanctuaryIntroVisualOnly').getOrElse('false'))
|
||||
@@ -93,6 +103,23 @@ tasks.named('runGameTest') {
|
||||
}
|
||||
|
||||
tasks.named('processGametestResources') {
|
||||
def colored139Client = providers.gradleProperty('sanctuaryColored139ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuaryColored139ClientTests', colored139Client)
|
||||
if (colored139Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.ColoredLights139ClientChecks') }
|
||||
|
||||
def pbr134Client = providers.gradleProperty('sanctuaryPbr134ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuaryPbr134ClientTests', pbr134Client)
|
||||
if (pbr134Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Pbr134ClientChecks') }
|
||||
def ssgi132Client = providers.gradleProperty('sanctuarySsgi132ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuarySsgi132ClientTests', ssgi132Client)
|
||||
if (ssgi132Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Ssgi132ClientChecks') }
|
||||
def closeup135Client = providers.gradleProperty('sanctuarySsgiCloseup135ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuarySsgiCloseup135ClientTests', closeup135Client)
|
||||
if (closeup135Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.SsgiCloseup135ClientChecks') }
|
||||
|
||||
def sunshaft137Client = providers.gradleProperty('sanctuarySunshaft137ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuarySunshaft137ClientTests', sunshaft137Client)
|
||||
if (sunshaft137Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Sunshafts137ClientChecks') }
|
||||
def bloom130Client = providers.gradleProperty('sanctuaryBloom130ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuaryBloom130ClientTests', bloom130Client)
|
||||
if (bloom130Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Bloom130ClientChecks') }
|
||||
|
||||
+19
-5
@@ -23,7 +23,7 @@ public final class Bloom130ClientChecks implements FabricClientGameTest {
|
||||
String ns=name.equals("ruby")||name.equals("sapphire")?"sanctuary:":"minecraft:";result.add(ns+name+"_ore");result.add(ns+"deepslate_"+name+"_ore");}
|
||||
result.add("minecraft:nether_quartz_ore");result.add("minecraft:nether_gold_ore");return List.copyOf(result);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();analyseTextures();VanillaLight.setSaturation(100);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setBloom(false);});
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);analyseTextures();VanillaLight.setSaturation(100);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);});
|
||||
server.runOnServer(s->{command(s,"time set 18000");
|
||||
for(int x=4;x<=20;x++)for(int z=4;z<=20;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.CONCRETE.black().defaultBlockState());
|
||||
@@ -40,6 +40,19 @@ public final class Bloom130ClientChecks implements FabricClientGameTest {
|
||||
c.runOnClient(m->{VanillaLight.setOreEmission(true);VanillaLight.setOreIntensity(100);});frames(c);
|
||||
var source=emission(c);int orePixels=luminous(source);check(orePixels>100,"Actual exposed ore inclusions enter the GPU mask: "+orePixels);
|
||||
var on=capture(c,"bloom-ores-on");double oreGain=gain(off,on,null);check(oreGain>1000,"Ores visibly glow in the native night scene: "+oreGain);
|
||||
c.runOnClient(m->VanillaLight.setBloom(false));frames(c);
|
||||
var coreOnly=capture(c,"emissive-bloom-off");
|
||||
check(gain(off,coreOnly,null)>1000,"Emissive cores survive bloom OFF");
|
||||
check(gain(off,coreOnly,source)<1,"No halo outside source texels with bloom OFF");
|
||||
c.runOnClient(m->check(!Bloom.haloAllocated(),"Bloom OFF frees blur targets and uniforms"));
|
||||
c.runOnClient(m->{VanillaLight.setBloom(true);VanillaLight.setBloomIntensity(0);});frames(c);
|
||||
unchanged(coreOnly,capture(c,"emissive-bloom-zero"),"Zero bloom matches OFF while retaining emissive cores");
|
||||
c.runOnClient(m->check(!Bloom.haloAllocated(),"Zero bloom frees blur resources"));
|
||||
c.runOnClient(m->VanillaLight.setOreEmission(false));c.waitTicks(8);
|
||||
c.runOnClient(m->check(!Bloom.allocated()&&!Bloom.applied(),"Zero halo and disabled cores release everything"));
|
||||
unchanged(off,capture(c,null),"Disabling both restores the original scene");
|
||||
c.runOnClient(m->{VanillaLight.setOreEmission(true);VanillaLight.setBloomIntensity(35);});frames(c);
|
||||
unchanged(on,capture(c,null),"Re-enabling bloom restores its original image");
|
||||
c.runOnClient(m->VanillaLight.setBloomIntensity(10));frames(c);double low=gain(off,capture(c,null),source);
|
||||
c.runOnClient(m->VanillaLight.setBloomIntensity(90));frames(c);double high=gain(off,capture(c,"bloom-strength-90"),source);
|
||||
check(high>Math.max(30,low*2),"Bloom strength changes the halo outside source pixels: low="+low+" high="+high);
|
||||
@@ -83,15 +96,16 @@ public final class Bloom130ClientChecks implements FabricClientGameTest {
|
||||
c.runOnClient(m->{VanillaLight.setBloom(true);VanillaLight.setBloomIntensity(0);});c.waitTicks(6);c.runOnClient(m->check(!Bloom.applied()&&!Bloom.allocated(),"Zero bloom releases GPU resources"));
|
||||
unchanged(coveredOff,capture(c,null),"Zero bloom leaves no residual glow");
|
||||
c.runOnClient(m->{VanillaLight.setBloomIntensity(35);VanillaLight.setBloom(false);VanillaLight.setOreEmission(true);VanillaLight.setOreIntensity(50);});
|
||||
System.out.println("BLOOM130_PASS masks for 20 ore textures; selective night glow; halo intensity/spread; no through-wall glow; live edits; torch/glowstone/lamp/lava/sun; resource reload; defaults/migration; orePixels="+orePixels+" oreGain="+oreGain+" haloLow="+low+" haloHigh="+high+" sunHalo="+sunlight);
|
||||
System.out.println("EMISSIVE131_PASS independent cores with halo OFF/zero; blur resources released; defaults; masks for 20 ore textures; selective night glow; halo intensity/spread; no through-wall glow; live edits; torch/glowstone/lamp/lava/sun; resource reload; defaults/migration; orePixels="+orePixels+" oreGain="+oreGain+" haloLow="+low+" haloHigh="+high+" sunHalo="+sunlight);
|
||||
LensFlare136ClientChecks.run(c,server);
|
||||
}
|
||||
private static BlockPos orePos(int i){return new BlockPos(8+i%5,65,8+i/5);}
|
||||
private static void preferences(){try{
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.deleteIfExists(path);forgetPreferences();
|
||||
check(VanillaLight.pixelShadows()&&VanillaLight.shadowDistance()==128&&VanillaLight.shadowPixels()==16&&VanillaLight.edgeDistance()==32,"Fresh requested defaults: shadows ON, 128; highlights 32; shared precision 16");
|
||||
check(!VanillaLight.bloom()&&VanillaLight.bloomIntensity()==35&&VanillaLight.bloomRadius()==50,"Bloom is opt-in with usable defaults");
|
||||
Files.writeString(path,"{\"pixelShadows\":false,\"shadowDistance\":64,\"shadowPixels\":8,\"edgeDistance\":16}");forgetPreferences();
|
||||
check(!VanillaLight.pixelShadows()&&VanillaLight.shadowDistance()==64&&VanillaLight.shadowPixels()==8&&VanillaLight.edgeDistance()==16,"Existing user choices are retained");
|
||||
check(VanillaLight.bloom()&&VanillaLight.oreEmission()&&VanillaLight.edgeHighlights()&&VanillaLight.bloomIntensity()==20&&VanillaLight.bloomRadius()==50,"Bloom, ore emission and edge highlights default to ON");
|
||||
Files.writeString(path,"{\"bloom\":false,\"oreEmission\":false,\"edgeHighlights\":false,\"pixelShadows\":false,\"shadowDistance\":64,\"shadowPixels\":8,\"edgeDistance\":16}");forgetPreferences();
|
||||
check(!VanillaLight.bloom()&&!VanillaLight.oreEmission()&&!VanillaLight.edgeHighlights()&&!VanillaLight.pixelShadows()&&VanillaLight.shadowDistance()==64&&VanillaLight.shadowPixels()==8&&VanillaLight.edgeDistance()==16,"Existing user choices are retained");
|
||||
for(int n:new int[]{-10,0,35,100,400}){VanillaLight.setBloomIntensity(n);VanillaLight.setBloomRadius(n);VanillaLight.setOreIntensity(n);forgetPreferences();check(VanillaLight.bloomIntensity()==Math.clamp(n,0,100)&&VanillaLight.bloomRadius()==Math.clamp(n,0,100)&&VanillaLight.oreIntensity()==Math.clamp(n,0,100),"Persisted bloom controls are bounded");}
|
||||
VanillaLight.setBloomIntensity(35);VanillaLight.setBloomRadius(50);VanillaLight.setOreIntensity(50);VanillaLight.setShadowPixels(16);
|
||||
}catch(java.io.IOException e){throw new AssertionError(e);}}
|
||||
|
||||
+86
@@ -0,0 +1,86 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import java.nio.file.Files;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.world.level.block.Block;
|
||||
import net.minecraft.network.chat.Component;
|
||||
|
||||
/** Fresh native world: offscreen sources, true voxel occlusion and real GPU tint. */
|
||||
public final class ColoredLights139ClientChecks implements FabricClientGameTest {
|
||||
private static final BlockPos SOURCE=new BlockPos(98,101,102),PROBE=new BlockPos(99,101,106);
|
||||
public void runTest(ClientGameTestContext c){
|
||||
System.setProperty("sanctuary.test.freezeBlockFlicker","true");
|
||||
try{new PixelShadows122ClientChecks(false,false,false,false,false,true).runTest(c);}
|
||||
finally{System.clearProperty("sanctuary.test.freezeBlockFlicker");}
|
||||
}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setWarmTorches(true);m.options.particles().set(net.minecraft.server.level.ParticleStatus.MINIMAL);VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setColoredLights(false);VanillaLight.setColoredLightIntensity(35);});
|
||||
camera(c,server,100.5,101,104.5,70);c.waitTicks(30);
|
||||
server.runOnServer(s->{command(s,"time set 18000");
|
||||
for(int x=88;x<=112;x++)for(int z=92;z<=116;z++)for(int y=100;y<=109;y++)
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),(y==100||y==109||x==88||x==112||z==92||z==116)?Blocks.CONCRETE.white().defaultBlockState():Blocks.AIR.defaultBlockState());
|
||||
});
|
||||
look(c,server,0,35);c.waitTicks(30);
|
||||
c.waitFor(m->m.level.getBrightness(net.minecraft.world.level.LightLayer.SKY,PROBE)==0,1200);
|
||||
long warm=0;
|
||||
for(var block:new Block[]{Blocks.TORCH,Blocks.SOUL_TORCH,Blocks.PEARLESCENT_FROGLIGHT,Blocks.VERDANT_FROGLIGHT,Blocks.OCHRE_FROGLIGHT,Blocks.GLOWSTONE}){
|
||||
source(c,server,block);enable(c,false);var off=capture(c,"colored-"+name(block)+"-off");enable(c,true);var on=capture(c,"colored-"+name(block)+"-35");
|
||||
int color=c.computeOnClient(m->ColoredLights.sample(PROBE));long delta=difference(off,on);
|
||||
check(delta>250,"Offscreen source visibly tints native surfaces: "+name(block)+" "+delta);
|
||||
int r=color>>16&255,g=color>>8&255,b=color&255;
|
||||
if(block==Blocks.TORCH){check(r>g&&g>b,"Torch is warm");warm=delta;}
|
||||
if(block==Blocks.SOUL_TORCH)check(b>g&&g>r,"Soul source is blue");
|
||||
if(block==Blocks.SOUL_TORCH)for(int step=1;step<=9;step++){
|
||||
final int distance=step;int sample=c.computeOnClient(m->ColoredLights.sample(SOURCE.offset(distance,0,0)));
|
||||
int sr=sample>>16&255,sg=sample>>8&255,sb=sample&255;
|
||||
double rr=sr==0?0:Math.pow(.8,(sb-sr)/8.0),gg=sg==0?0:Math.pow(.8,(sb-sg)/8.0);
|
||||
check(Math.abs(rr-85/255.)<.02&&Math.abs(gg-189/255.)<.02,"Blue hue remains consistent at native distance "+step+" "+rr+" / "+gg);
|
||||
}
|
||||
if(block==Blocks.VERDANT_FROGLIGHT)check(g>r&&g>b,"Verdant froglight is green");
|
||||
if(block==Blocks.PEARLESCENT_FROGLIGHT)check(r>g&&b>g,"Pearlescent froglight is pink");
|
||||
if(block==Blocks.OCHRE_FROGLIGHT)check(r>g&&g>b,"Ochre froglight is warm");
|
||||
if(block==Blocks.GLOWSTONE)check(r>b,"Other emitters derive their colour from the native texture");
|
||||
System.out.println("COLORED139_SOURCE "+name(block)+" sample="+Integer.toHexString(color)+" delta="+delta);
|
||||
}
|
||||
source(c,server,Blocks.TORCH);enable(c,false);var base=capture(c,null);enable(c,true);var low=capture(c,null);
|
||||
c.runOnClient(m->VanillaLight.setColoredLightIntensity(100));settle(c);var strong=capture(c,"colored-torch-100");check(difference(base,strong)>difference(base,low)*1.5,"Intensity increases colour, without changing native light");
|
||||
int builds=c.computeOnClient(m->ColoredLights.builds());c.waitTicks(25);check(c.computeOnClient(m->ColoredLights.builds())==builds,"Stationary volume is cached");unchanged(strong,capture(c,null),"Static light is stable");
|
||||
camera(c,server,104.5,101,104.5,70);look(c,server,0,35);settle(c);capture(c,"colored-moved");
|
||||
camera(c,server,100.5,101,104.5,70);look(c,server,0,35);settle(c);unchanged(strong,capture(c,"colored-returned"),"Moving and returning preserves world-anchored light");
|
||||
// A complete divider closes the room; light may not take a path around its edges.
|
||||
server.runOnServer(s->{for(int y=101;y<109;y++)for(int z=93;z<116;z++)s.overworld().setBlockAndUpdate(new BlockPos(99,y,z),Blocks.STONE.defaultBlockState());});c.waitTicks(35);settle(c);
|
||||
check((c.computeOnClient(m->ColoredLights.sample(new BlockPos(100,101,106)))&0xffffff)==0,"Opaque wall blocks colour propagation");
|
||||
enable(c,false);var sealedOff=capture(c,null);enable(c,true);unchanged(sealedOff,capture(c,"colored-sealed"),"No coloured light crosses a sealed wall");
|
||||
server.runOnServer(s->{for(int y=101;y<109;y++)for(int z=93;z<116;z++)s.overworld().setBlockAndUpdate(new BlockPos(99,y,z),Blocks.AIR.defaultBlockState());});c.waitTicks(35);settle(c);
|
||||
check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)!=0,"Opening the wall restores light");
|
||||
server.runOnServer(s->{s.overworld().setBlockAndUpdate(SOURCE,Blocks.REDSTONE_LAMP.defaultBlockState());s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.REDSTONE_BLOCK.defaultBlockState());});c.waitTicks(35);settle(c);
|
||||
int red=c.computeOnClient(m->ColoredLights.sample(PROBE));check((red>>16&255)>(red>>8&255)&& (red>>16&255)>(red&255),"Powered redstone source is red");capture(c,"colored-redstone-on");
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.CONCRETE.white().defaultBlockState()));c.waitTicks(35);settle(c);
|
||||
check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)==0,"Unpowered lamp removes cached coloured light");
|
||||
source(c,server,Blocks.SOUL_TORCH);var beforeReload=capture(c,null);
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(beforeReload,capture(c,"colored-reloaded"),"Resource reload rebuilds materials and light field");
|
||||
source(c,server,Blocks.AIR);check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)==0,"Removing the source clears its light");
|
||||
source(c,server,Blocks.SOUL_TORCH);enable(c,false);var off=capture(c,null);c.runOnClient(m->{VanillaLight.setColoredLights(true);VanillaLight.setColoredLightIntensity(0);});c.waitTicks(10);
|
||||
c.runOnClient(m->check(!ColoredLights.allocated(),"Zero releases volume and GPU resources"));unchanged(off,capture(c,null),"Zero is identical to OFF");
|
||||
c.runOnClient(m->{for(String locale:new String[]{"fr_fr","en_us"}){m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String key:new String[]{"colored_lights","colored_lights_help","colored_light_intensity","colored_light_intensity_help"}){String full="sanctuary.shaders."+key;check(!Component.translatable(full).getString().equals(full),"Translated "+locale+" "+full);}}});
|
||||
c.runOnClient(m->{VanillaLight.setColoredLightIntensity(35);VanillaLight.setPbr(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setBloomIntensity(20);VanillaLight.setEdgeHighlights(true);VanillaLight.setPixelShadows(true);VanillaLight.setSunshafts(true);VanillaLight.setLensFlare(true);VanillaLight.setOreEmission(true);});
|
||||
settle(c);c.waitFor(m->ProceduralPbr.applied()&&Bloom.applied(),1200);c.waitTicks(30);capture(c,"colored-with-shader-effects");
|
||||
System.out.println("COLORED139_PASS warm="+warm+" offscreen sources, hues, native textured materials, intensity, cache, camera, walls, lamp updates, removal, reload, zero/OFF and FR/EN");
|
||||
}
|
||||
private static String name(Block b){return net.minecraft.core.registries.BuiltInRegistries.BLOCK.getKey(b).getPath();}
|
||||
private static void source(ClientGameTestContext c,TestServerContext s,Block b){s.runOnServer(server->server.overworld().setBlockAndUpdate(SOURCE,b.defaultBlockState()));c.waitTicks(35);if(c.computeOnClient(m->VanillaLight.coloredLights()))settle(c);}
|
||||
private static void enable(ClientGameTestContext c,boolean value){c.runOnClient(m->VanillaLight.setColoredLights(value));if(value)settle(c);else c.waitTicks(8);}
|
||||
private static void settle(ClientGameTestContext c){int before=c.computeOnClient(m->ColoredLights.renderedFrames());c.waitFor(m->ColoredLights.applied()&&ColoredLights.settled()&&ColoredLights.renderedFrames()>before+8,1600);c.waitTicks(8);}
|
||||
private static long difference(Frame a,Frame b){long sum=0;for(int i=0;i<a.pixels().length;i++)sum+=channelDifference(a.pixels()[i],b.pixels()[i]);return sum;}
|
||||
private static void preferences(){try{
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.deleteIfExists(path);forgetPreferences();check(VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==30,"New defaults are enabled at 30 percent");
|
||||
Files.writeString(path,"{\"bloomIntensity\":20,\"ssgi\":false}");forgetPreferences();check(VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==30&&!VanillaLight.ssgi()&&VanillaLight.bloomIntensity()==20,"Old preferences keep their choices");
|
||||
for(int n:new int[]{-1,0,35,100,400}){VanillaLight.setColoredLights(true);VanillaLight.setColoredLightIntensity(n);forgetPreferences();check(VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==Math.clamp(n,0,100),"Bounded persistent controls");}
|
||||
}catch(java.io.IOException e){throw new AssertionError(e);}}
|
||||
}
|
||||
+59
@@ -0,0 +1,59 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import fr.koka.sanctuary.client.DynamicLightClient;
|
||||
import fr.koka.sanctuary.inventory.*;
|
||||
import fr.koka.sanctuary.cosmetics.AccessoryService;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.*;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.core.registries.BuiltInRegistries;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import net.minecraft.world.entity.EquipmentSlot;
|
||||
import net.minecraft.world.item.*;
|
||||
import net.minecraft.world.level.block.*;
|
||||
import net.minecraft.network.chat.Component;
|
||||
|
||||
final class ColoredLights140ClientChecks {
|
||||
private static final BlockPos SOURCE=new BlockPos(98,101,102),PROBE=new BlockPos(99,101,106);
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setColoredLightIntensity(30);VanillaLight.setWarmTorches(false);VanillaLight.setColoredLightDistance(16);});
|
||||
source(c,server,Blocks.TORCH);enable(c,false);var nativeTorch=capture(c,"torch-native-off");enable(c,true);unchanged(nativeTorch,capture(c,"torch-native-on"),"Normal torch preserves vanilla colour");
|
||||
c.runOnClient(m->VanillaLight.setWarmTorches(true));settle(c);var warm=capture(c,"torch-warm-30");long accent=difference(nativeTorch,warm);check(accent>2_025_577,"30 percent exceeds beta139 warm tint at 35 percent: "+accent);
|
||||
c.runOnClient(m->VanillaLight.setWarmTorches(false));settle(c);unchanged(nativeTorch,capture(c,null),"Warm torch option can restore native tint");
|
||||
for(String name:new String[]{"copper_torch","copper_lantern"}){
|
||||
var copper=BuiltInRegistries.BLOCK.getValue(Identifier.parse("minecraft:"+name));check(copper!=Blocks.AIR&&copper.defaultBlockState().getLightEmission()>0,"Native copper source exists "+name);
|
||||
source(c,server,copper);int value=c.computeOnClient(m->ColoredLights.sample(PROBE));check((value>>8&255)>(value>>16&255)&&(value>>8&255)>(value&255),"Copper emits green");capture(c,name+"-green");
|
||||
}
|
||||
server.runOnServer(s->{s.overworld().setBlockAndUpdate(SOURCE,Blocks.REDSTONE_LAMP.defaultBlockState());s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.REDSTONE_BLOCK.defaultBlockState());});c.waitTicks(40);settle(c);
|
||||
int red=c.computeOnClient(m->ColoredLights.sample(PROBE));check(Math.pow(.8,((red>>16&255)-(red>>8&255))/8.)<.04,"Redstone uses saturated red");capture(c,"redstone-red-30");
|
||||
source(c,server,Blocks.AIR);server.runOnServer(s->s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.CONCRETE.white().defaultBlockState()));
|
||||
// Actual carried sources, synchronized through native equipment and accessory packets.
|
||||
server.runOnServer(s->{command(s,"gamemode creative @a");var p=s.getPlayerList().getPlayers().getFirst();p.setItemSlot(EquipmentSlot.MAINHAND,new ItemStack(Items.SOUL_TORCH));});
|
||||
c.waitFor(m->DynamicLightClient.snapshot(m.level).size()==1,200);c.waitTicks(45);enable(c,false);var carriedOff=capture(c,"held-soul-off");enable(c,true);c.waitTicks(25);var carriedOn=capture(c,"held-soul-blue");check(difference(carriedOff,carriedOn)>1000&&c.computeOnClient(m->ColoredLights.dynamicCount())==1,"Held soul torch is visibly blue");
|
||||
c.runOnClient(m->{var l=DynamicLightClient.snapshot(m.level).sources().iterator().next();check((l.color()&255)>(l.color()>>16&255),"Dynamic source has actual blue colour");});
|
||||
c.runOnClient(m->m.options.setCameraType(net.minecraft.client.CameraType.THIRD_PERSON_BACK));c.waitTicks(25);
|
||||
c.runOnClient(m->{var pos=ColoredLights.dynamicPosition(m.player.getId());check(pos!=null&&pos.distanceToSqr(m.player.getEyePosition())<1,"Third-person light follows player, not camera");});capture(c,"held-third-person");
|
||||
c.runOnClient(m->m.options.setCameraType(net.minecraft.client.CameraType.FIRST_PERSON));c.waitTicks(20);settle(c);
|
||||
int builds=c.computeOnClient(m->ColoredLights.builds());
|
||||
server.runOnServer(s->{var p=s.getPlayerList().getPlayers().getFirst();p.setItemSlot(EquipmentSlot.MAINHAND,ItemStack.EMPTY);p.setItemSlot(EquipmentSlot.OFFHAND,new ItemStack(Items.SOUL_TORCH));});c.waitTicks(35);settle(c);check(c.computeOnClient(m->ColoredLights.builds())==builds,"Moving a light between hands does not rebuild static volume");capture(c,"offhand-soul-blue");
|
||||
var copperItem=BuiltInRegistries.ITEM.getValue(Identifier.parse("minecraft:copper_torch"));
|
||||
server.runOnServer(s->{var p=s.getPlayerList().getPlayers().getFirst();p.setItemSlot(EquipmentSlot.OFFHAND,ItemStack.EMPTY);AccessoryAccess.of(p).setItem(AccessoryContainer.HEAD,new ItemStack(copperItem));AccessoryService.publish(p);});c.waitTicks(45);settle(c);
|
||||
c.runOnClient(m->{var l=DynamicLightClient.snapshot(m.level).sources().iterator().next();check((l.color()>>8&255)>(l.color()>>16&255)&&(l.color()>>8&255)>(l.color()&255),"Head cosmetic carries copper green");});capture(c,"head-copper-green");check(c.computeOnClient(m->ColoredLights.builds())==builds,"Dynamic colour updates preserve static cache");
|
||||
server.runOnServer(s->{var p=s.getPlayerList().getPlayers().getFirst();AccessoryAccess.of(p).setItem(AccessoryContainer.HEAD,ItemStack.EMPTY);AccessoryService.publish(p);});c.waitFor(m->DynamicLightClient.snapshot(m.level).size()==0&&ColoredLights.dynamicCount()==0,200);c.waitTicks(25);
|
||||
server.runOnServer(s->command(s,"gamemode spectator @a"));
|
||||
camera(c,server,100.5,108,104.5,70);look(c,server,0,18);c.waitTicks(25);
|
||||
server.runOnServer(s->{for(int x=88;x<=112;x++)for(int z=117;z<=155;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,100,z),Blocks.CONCRETE.white().defaultBlockState());
|
||||
for(int x=88;x<=112;x++)for(int y=101;y<=109;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,116),Blocks.AIR.defaultBlockState());
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(100,101,140),Blocks.VERDANT_FROGLIGHT.defaultBlockState());});c.waitTicks(50);
|
||||
c.runOnClient(m->VanillaLight.setColoredLightDistance(8));settle(c);var shortRange=capture(c,"distance-8");int small=c.computeOnClient(m->ColoredLights.volumeSide());check(c.computeOnClient(m->ColoredLights.sample(new BlockPos(100,101,141)))==0,"Far field omitted at short distance");
|
||||
int before=c.computeOnClient(m->ColoredLights.builds());c.runOnClient(m->VanillaLight.setColoredLightDistance(64));c.waitFor(m->ColoredLights.builds()>before&&ColoredLights.blend()>0&&ColoredLights.blend()<1,1600);var transition=capture(c,"distance-fade");settle(c);var longRange=capture(c,"distance-64");
|
||||
check(c.computeOnClient(m->ColoredLights.volumeSide())>small,"Distance changes actual field allocation");check((c.computeOnClient(m->ColoredLights.sample(new BlockPos(100,101,141)))&0xffffff)!=0,"Far light retained at long distance");check(difference(shortRange,longRange)>1000,"Far light is visibly rendered");check(difference(transition,longRange)>100&&difference(shortRange,transition)<difference(shortRange,longRange),"Transition is an intermediate rendered frame without overshoot");
|
||||
for(int distance:new int[]{8,16,32,64}){c.runOnClient(m->{VanillaLight.setColoredLightDistance(distance);forgetPreferences();check(VanillaLight.coloredLightDistance()==distance,"Persisted distance "+distance);});settle(c);}
|
||||
c.runOnClient(m->{for(String locale:new String[]{"fr_fr","en_us"}){m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String key:new String[]{"warm_torches","warm_torches_help","colored_light_distance","colored_light_distance_help","colored_light_distance_value"}){String full="sanctuary.shaders."+key;check(!Component.translatable(full,16).getString().equals(full),"Translated "+locale+" "+key);}}});
|
||||
System.out.println("COLORED140_PASS accent="+accent+" native/warm torches, copper green, saturated red, main/offhand/head, dynamic cache, 8/16/32/64 distance, fade and FR/EN");
|
||||
}
|
||||
private static void source(ClientGameTestContext c,TestServerContext s,Block b){s.runOnServer(server->server.overworld().setBlockAndUpdate(SOURCE,b.defaultBlockState()));c.waitTicks(35);settle(c);}
|
||||
private static void enable(ClientGameTestContext c,boolean value){c.runOnClient(m->VanillaLight.setColoredLights(value));if(value)settle(c);else c.waitTicks(10);}
|
||||
private static void settle(ClientGameTestContext c){c.waitFor(m->ColoredLights.applied()&&ColoredLights.settled(),2000);c.waitTicks(12);}
|
||||
private static long difference(Frame a,Frame b){long total=0;for(int i=0;i<a.pixels().length;i++)total+=channelDifference(a.pixels()[i],b.pixels()[i]);return total;}
|
||||
}
|
||||
+9
-1
@@ -41,6 +41,11 @@ final class EdgeHighlights129ClientChecks {
|
||||
var fine=measure(off,capture(c,"edges-shared-precision-32"));
|
||||
check(coarse.brighter()>low.brighter()*1.4 && fine.brighter()<low.brighter()*.8,
|
||||
"One precision setting controls the visible highlight width: coarse="+coarse+" middle="+low+" fine="+fine);
|
||||
for(int pixels:new int[]{64,128}){
|
||||
c.runOnClient(m -> VanillaLight.setShadowPixels(pixels));frames(c);
|
||||
var finer=measure(off,capture(c,"edges-shared-precision-"+pixels));
|
||||
check(finer.meanGain()<fine.meanGain() && finer.darker()==0,"High precision refines CTM without darkening: "+pixels+" "+finer);
|
||||
}
|
||||
c.runOnClient(m -> VanillaLight.setShadowPixels(16));frames(c);
|
||||
|
||||
for (int distance : new int[]{16,32,64,128,256}) {
|
||||
@@ -139,7 +144,7 @@ final class EdgeHighlights129ClientChecks {
|
||||
// Real prior-version JSON, without either new field. Preserve its existing settings.
|
||||
Files.writeString(path,"{\"enabled\":true,\"saturation\":100,\"pixelShadows\":true,\"shadowPixels\":16,\"shadowDistance\":32}");
|
||||
forgetPreferences();
|
||||
check(!VanillaLight.edgeHighlights() && VanillaLight.edgeIntensity()==30 && VanillaLight.edgeDistance()==32,"Old configuration defaults highlights OFF at intensity 30");
|
||||
check(VanillaLight.edgeHighlights() && VanillaLight.edgeIntensity()==30 && VanillaLight.edgeDistance()==32,"Missing preference uses the new highlight ON default at intensity 30");
|
||||
check(VanillaLight.pixelShadows() && VanillaLight.saturation()==100,"Migration retains existing shader choices");
|
||||
for(int value:new int[]{-100,0,30,100,1000}) {
|
||||
VanillaLight.setEdgeIntensity(value);forgetPreferences();
|
||||
@@ -154,6 +159,9 @@ final class EdgeHighlights129ClientChecks {
|
||||
VanillaLight.setEdgeHighlights(true);forgetPreferences();
|
||||
check(VanillaLight.edgeHighlights(),"Toggle persists independently");
|
||||
VanillaLight.setEdgeHighlights(false);
|
||||
VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);
|
||||
VanillaLight.setPbr(false);VanillaLight.setSsgi(false);
|
||||
} catch(java.io.IOException e) { throw new AssertionError(e); }
|
||||
}
|
||||
|
||||
|
||||
+70
@@ -0,0 +1,70 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import java.nio.file.Files;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.network.chat.Component;
|
||||
|
||||
/** Native sky image, not a generated mockup; explicit independent effect controls. */
|
||||
final class LensFlare136ClientChecks {
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);});
|
||||
server.runOnServer(s->{command(s,"time add 1");command(s,"time set 3000");});
|
||||
camera(c,server,100.5,130,100.5,70);aim(c,server,false);
|
||||
var off=capture(c,"flare-sun-off");enable(c,true);var on=capture(c,"flare-sun-30");
|
||||
long low=gain(off,on);check(low>1000,"Default sun flare is visible: "+low);
|
||||
c.runOnClient(m->check(!Bloom.haloAllocated()&&Bloom.flareAllocated(),"Flare runs without bloom blur targets"));
|
||||
unchanged(on,capture(c,null),"Static rectangular flare has no animated noise");
|
||||
c.runOnClient(m->VanillaLight.setLensFlareIntensity(80));frames(c);var high=capture(c,"flare-sun-80");
|
||||
check(gain(off,high)>low*1.5,"Flare intensity changes native pixels");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();frames(c);
|
||||
unchanged(high,capture(c,"flare-reloaded"),"Flare recovers after resource reload");
|
||||
int width=c.computeOnClient(m->m.getWindow().getScreenWidth()),height=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
c.runOnClient(m->m.getWindow().setWindowed(961,541));c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=off.width(),200);frames(c);
|
||||
enable(c,false);var smallOff=capture(c,null);enable(c,true);check(gain(smallOff,capture(c,"flare-resized"))>1000,"Flare survives odd-sized targets");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(width,height));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==off.width(),200);frames(c);
|
||||
var direction=c.computeOnClient(m->PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));
|
||||
var eye=c.computeOnClient(m->m.player.getEyePosition());var center=BlockPos.containing(eye.x+direction.x*8,eye.y+direction.y*8,eye.z+direction.z*8);
|
||||
cover(server,center,true);c.waitTicks(35);frames(c);var hiddenOn=capture(c,"flare-sun-covered");enable(c,false);
|
||||
unchanged(hiddenOn,capture(c,null),"Occluded sun produces no rectangular flare through a wall");
|
||||
cover(server,center,false);c.waitTicks(35);aim(c,server,false);
|
||||
c.runOnClient(m->{VanillaLight.setBloom(true);VanillaLight.setBloomIntensity(20);VanillaLight.setLensFlareIntensity(30);});enable(c,true);capture(c,"flare-bloom-combined");
|
||||
c.runOnClient(m->VanillaLight.setBloom(false));look(c,server,0,80);enable(c,false);var away=capture(c,null);enable(c,true);unchanged(away,capture(c,"flare-away"),"Behind-camera celestial sources produce no reflected screen edge");
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(new BlockPos(100,129,104),Blocks.GLOWSTONE.defaultBlockState()));
|
||||
look(c,server,0,35);c.waitTicks(25);enable(c,false);var lampOff=capture(c,null);enable(c,true);unchanged(lampOff,capture(c,"flare-glowstone-excluded"),"Visible glowstone does not create a celestial flare");
|
||||
server.runOnServer(s->command(s,"time set 15000"));c.waitTicks(20);aim(c,server,true);
|
||||
enable(c,false);var moonOff=capture(c,"flare-moon-off");enable(c,true);long moon=gain(moonOff,capture(c,"flare-moon-30"));
|
||||
check(moon>200,"Native visible moon creates its own subtle flare: "+moon);
|
||||
server.runOnServer(s->command(s,"time set 111000"));c.waitFor(m->m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.moonPhase.index()==4,200);aim(c,server,true);
|
||||
enable(c,false);var newOff=capture(c,null);enable(c,true);check(gain(newOff,capture(c,"flare-new-moon"))<moon*.1,"Dark new moon does not retain full moon flare");
|
||||
c.runOnClient(m->VanillaLight.setLensFlareIntensity(0));c.waitTicks(8);c.runOnClient(m->check(!Bloom.flareAllocated()&&!Bloom.allocated(),"Zero frees all resources with other effects OFF"));
|
||||
unchanged(newOff,capture(c,null),"Zero flare restores source image");
|
||||
c.runOnClient(m->{VanillaLight.setLensFlareIntensity(30);VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);});
|
||||
for(String locale:new String[]{"fr_fr","en_us"})c.runOnClient(m->{
|
||||
m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());
|
||||
for(String suffix:new String[]{"lens_flare","lens_flare_help","lens_flare_intensity","lens_flare_intensity_help"}){
|
||||
String key="sanctuary.shaders."+suffix;check(!Component.translatable(key).getString().equals(key),"Localized flare control: "+locale+" "+key);
|
||||
}
|
||||
});
|
||||
System.out.println("LENS_FLARE136_PASS sunGain="+low+" moonGain="+moon+" visibility, resize, reload, strength, independent bloom, zero, preferences, FR/EN");
|
||||
}
|
||||
private static void cover(TestServerContext server,BlockPos center,boolean on){server.runOnServer(s->{for(int x=-4;x<=4;x++)for(int y=-4;y<=4;y++)for(int z=-4;z<=4;z++)s.overworld().setBlockAndUpdate(center.offset(x,y,z),on?Blocks.STONE.defaultBlockState():Blocks.AIR.defaultBlockState());});}
|
||||
private static void aim(ClientGameTestContext c,TestServerContext server,boolean moon){
|
||||
var direction=c.computeOnClient(m->PixelShadows.sunDirection(moon?m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.moonAngle:m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));
|
||||
look(c,server,net.minecraft.util.Mth.wrapDegrees((float)Math.toDegrees(Math.atan2(-direction.x,direction.z))+12),-(float)Math.toDegrees(Math.asin(direction.y))+8);
|
||||
}
|
||||
private static void frames(ClientGameTestContext c){int before=c.computeOnClient(m->Bloom.renderedFrames());c.waitFor(m->Bloom.applied()&&Bloom.ready()&&Bloom.renderedFrames()>before+10,1200);c.waitTicks(8);}
|
||||
private static void enable(ClientGameTestContext c,boolean value){c.runOnClient(m->VanillaLight.setLensFlare(value));if(value)frames(c);else c.waitTicks(8);}
|
||||
private static long gain(Frame off,Frame on){long sum=0;for(int i=0;i<off.pixels().length;i++)for(int shift:new int[]{0,8,16})sum+=Math.max(0,(on.pixels()[i]>>shift&255)-(off.pixels()[i]>>shift&255));return sum;}
|
||||
private static void preferences(){try{
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(path,"{\"bloom\":false,\"bloomIntensity\":20}");forgetPreferences();
|
||||
check(VanillaLight.lensFlare()&&VanillaLight.lensFlareIntensity()==30&&!VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20,"Flare defaults preserve bloom choices");
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setLensFlareIntensity(73);forgetPreferences();check(!VanillaLight.lensFlare()&&VanillaLight.lensFlareIntensity()==73,"Saved custom flare retained");
|
||||
for(int n:new int[]{-10,0,30,100,150}){VanillaLight.setLensFlareIntensity(n);forgetPreferences();check(VanillaLight.lensFlareIntensity()==Math.clamp(n,0,100),"Flare intensity persists and clamps");}
|
||||
VanillaLight.setLensFlareIntensity(30);
|
||||
}catch(java.io.IOException e){throw new AssertionError(e);}}
|
||||
}
|
||||
+75
@@ -0,0 +1,75 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import java.nio.file.Files;
|
||||
import java.util.Arrays;
|
||||
|
||||
public final class Pbr134ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);materials();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);});
|
||||
server.runOnServer(s->{command(s,"time set 1000");for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),(x<10?Blocks.BRICKS:x<17?Blocks.OAK_PLANKS:Blocks.IRON_BLOCK).defaultBlockState());
|
||||
for(int y=65;y<=102;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.AIR.defaultBlockState());
|
||||
}});
|
||||
camera(c,server,10.5,69,5.5,65);look(c,server,0,40);settle(c);
|
||||
// The preceding lava/mob fixture may leave animated particles after its blocks are removed.
|
||||
c.runOnClient(m->m.particleEngine.clearParticles());c.waitTicks(2);
|
||||
var off=capture(c,"pbr-off");enable(c,true);var on=capture(c,"pbr-50");
|
||||
var delta=difference(off,on);System.out.println("PBR134_DIFF "+delta);check(delta.changed>500&&delta.brighter>100&&delta.darker>100,"Texture relief has lit and shaded pixels: "+delta);
|
||||
int analyses=c.computeOnClient(m->ProceduralPbr.analyses());c.waitTicks(20);
|
||||
c.runOnClient(m->check(analyses==ProceduralPbr.analyses()&&ProceduralPbr.materialCount()>0,"Source textures are cached, not regenerated every frame"));
|
||||
unchanged(on,capture(c,null),"Static PBR has no animated noise");
|
||||
look(c,server,.00002f,40.00002f);frames(c);unchanged(on,capture(c,null),"PBR tiny camera motion");look(c,server,0,40);frames(c);
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(20));frames(c);var low=difference(off,capture(c,"pbr-20"));
|
||||
check(delta.total>low.total*1.3,"PBR strength affects actual GPU output");
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(100));frames(c);var high=difference(off,capture(c,"pbr-100"));check(high.total>delta.total*1.2,"Strong PBR visibly increases relief");
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(0));c.waitTicks(8);unchanged(off,capture(c,null),"PBR zero restores native image");
|
||||
c.runOnClient(m->check(!ProceduralPbr.allocated()&&ProceduralPbr.materialCount()==0,"Zero releases targets and material cache"));
|
||||
c.runOnClient(m->VanillaLight.setPbrIntensity(50));frames(c);
|
||||
server.runOnServer(s->command(s,"time set 11000"));settle(c);enable(c,false);var eveningOff=capture(c,null);enable(c,true);var eveningOn=capture(c,"pbr-evening");
|
||||
int directions=0;for(int i=0;i<on.pixels().length;i++){int am=(on.pixels()[i]>>16&255)-(off.pixels()[i]>>16&255),pm=(eveningOn.pixels()[i]>>16&255)-(eveningOff.pixels()[i]>>16&255);if(Math.abs(am-pm)>5)directions++;}
|
||||
check(directions>500,"Relief follows the moving sun: "+directions);
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();frames(c);unchanged(eveningOn,capture(c,"pbr-reloaded"),"Resource reload rebuilds consistent cached materials");
|
||||
// Live geometry and light invalidation: an enclosing roof removes exposure to the sky.
|
||||
server.runOnServer(s->{for(int x=-8;x<=28;x++)for(int z=-8;z<=28;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,73,z),Blocks.STONE.defaultBlockState());});
|
||||
settle(c);frames(c);var roofOn=capture(c,"pbr-roof-on");enable(c,false);var roofOff=capture(c,"pbr-roof-off");
|
||||
unchanged(roofOff,roofOn,"Roof prevents outdoor highlights on enclosed floor");enable(c,true);
|
||||
server.runOnServer(s->{for(int x=-8;x<=28;x++)for(int z=-8;z<=28;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,73,z),Blocks.AIR.defaultBlockState());});
|
||||
settle(c);frames(c);unchanged(eveningOn,capture(c,"pbr-roof-removed"),"Removing roof restores material light without stale meshes");
|
||||
int oldWidth=c.computeOnClient(m->m.getWindow().getScreenWidth()),oldHeight=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
c.runOnClient(m->m.getWindow().setWindowed(961,541));c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=on.width(),200);frames(c);capture(c,"pbr-resized");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(oldWidth,oldHeight));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==on.width(),200);frames(c);
|
||||
c.runOnClient(m->{VanillaLight.setPixelShadows(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setOreEmission(true);VanillaLight.setEdgeHighlights(true);});
|
||||
c.waitFor(m->PixelShadows.applied()&&PixelShadows.ready()&&ScreenSpaceGI.applied()&&Bloom.applied()&&EdgeHighlights.applied()&&ProceduralPbr.applied(),1200);frames(c);capture(c,"pbr-combined");
|
||||
c.runOnClient(m->VanillaLight.setEnabled(false));c.waitTicks(8);c.runOnClient(m->check(!ProceduralPbr.allocated()&&ProceduralPbr.materialCount()==0,"Global OFF releases PBR"));
|
||||
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);});
|
||||
System.out.println("PBR134_PASS normals; profiles; texture cache; directional lighting; intensity; OFF/zero; tiny camera; reload; resize; combined; default="+delta+" high="+high+" directional="+directions);
|
||||
}
|
||||
private static void materials(){
|
||||
int[] flat=new int[16];Arrays.fill(flat,0xFF808080);var profile=PbrMaterials.profile("bricks");
|
||||
for(int p:PbrMaterials.generate(flat,4,4,profile))check((p>>8&0xFFFF)==0x8080,"Flat source has neutral normal");
|
||||
flat[5]=0xFFFFFFFF;var slope=PbrMaterials.generate(flat,4,4,profile);check((slope[4]>>16&255)<128&&(slope[6]>>16&255)>128,"Height gradients produce opposite normal slopes");
|
||||
check(PbrMaterials.profile("iron_block").metal()>.8&&PbrMaterials.profile("iron_ore").metal()==0,"Metal block profile does not turn ore host rock into metal");
|
||||
check(PbrMaterials.profile("oak_planks").roughness()>PbrMaterials.profile("polished_andesite").roughness(),"Wood remains rougher than polished stone");
|
||||
}
|
||||
private static void preferences(){try{
|
||||
var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"ssgi\":true,\"ssgiIntensity\":35,\"bloom\":false}");forgetPreferences();
|
||||
check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==50&&VanillaLight.ssgi()&&!VanillaLight.bloom(),"Missing PBR setting defaults ON while preserving explicit old choices");
|
||||
for(int n:new int[]{-1,0,50,100,101}){VanillaLight.setPbr(true);VanillaLight.setPbrIntensity(n);forgetPreferences();check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==Math.clamp(n,0,100),"PBR preference persistence/clamp");}
|
||||
VanillaLight.setPbrIntensity(50);
|
||||
}catch(Exception e){throw new AssertionError(e);}}
|
||||
private record Delta(int changed,int brighter,int darker,long total){}
|
||||
private static Delta difference(Frame off,Frame on){int changed=0,bright=0,dark=0;long total=0;for(int i=0;i<off.pixels().length;i++){
|
||||
int a=off.pixels()[i],b=on.pixels()[i],delta=(b>>16&255)-(a>>16&255);total+=Math.abs(delta);if(Math.abs(delta)>3)changed++;if(delta>3)bright++;if(delta< -3)dark++;
|
||||
}return new Delta(changed,bright,dark,total);}
|
||||
private static void settle(ClientGameTestContext c){c.waitTicks(35);c.waitFor(m->m.levelRenderer.hasRenderedAllSections(),1200);c.waitTicks(10);}
|
||||
private static void enable(ClientGameTestContext c,boolean on){c.runOnClient(m->VanillaLight.setPbr(on));if(on)frames(c);else c.waitTicks(8);}
|
||||
private static void frames(ClientGameTestContext c){int start=c.computeOnClient(m->ProceduralPbr.renderedFrames());c.waitFor(m->ProceduralPbr.applied()&&ProceduralPbr.ready()&&ProceduralPbr.renderedFrames()>start+10,1200);c.waitTicks(8);}
|
||||
}
|
||||
+53
-10
@@ -36,9 +36,14 @@ import net.minecraft.world.phys.Vec3;
|
||||
|
||||
/** Real terrain/depth-map checks on a new flat seed 122 world; GPU readback is test-only. */
|
||||
public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
private final boolean bloomOnly;
|
||||
private final boolean bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly,coloredOnly;
|
||||
public PixelShadows122ClientChecks(){this(false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly){this.bloomOnly=bloomOnly;}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly){this(bloomOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly){this(bloomOnly,ssgiOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly){this(bloomOnly,ssgiOnly,pbrOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly){this(bloomOnly,ssgiOnly,pbrOnly,closeupOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly,boolean sunshaftOnly){this(bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly,boolean sunshaftOnly,boolean coloredOnly){this.coloredOnly=coloredOnly;this.sunshaftOnly=sunshaftOnly;this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;this.pbrOnly=pbrOnly;this.closeupOnly=closeupOnly;}
|
||||
private static final int FLOOR = 64;
|
||||
private static final AABB PILLAR = new AABB(0, FLOOR + 1, 0, 2, FLOOR + 9, 2);
|
||||
private static final BlockPos SLAB = new BlockPos(5, FLOOR + 3, -5);
|
||||
@@ -47,6 +52,14 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
|
||||
@Override
|
||||
public void runTest(ClientGameTestContext c) {
|
||||
c.runOnClient(m -> {
|
||||
var info = com.mojang.blaze3d.systems.RenderSystem.getDevice().getDeviceInfo();
|
||||
String expected = System.getProperty("sanctuary.test.graphicsBackend", "");
|
||||
check(expected.isEmpty() || info.backendName().equalsIgnoreCase(expected),
|
||||
"Requested graphics backend must not silently fall back: " + expected + " / " + info.backendName());
|
||||
System.out.println("SHADER139_BACKEND " + info.backendName() + " / " + info.name()
|
||||
+ " / " + info.driverInfo() + " / zeroToOne=" + info.isZZeroToOne());
|
||||
});
|
||||
var path = FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");
|
||||
final byte[] originalPreferences;
|
||||
try {
|
||||
@@ -78,6 +91,9 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
m.options.bobView().set(false);
|
||||
m.options.pauseOnLostFocus = false;
|
||||
m.options.setCameraType(CameraType.FIRST_PERSON);
|
||||
String transparency = System.getProperty("sanctuary.test.improvedTransparency");
|
||||
if (transparency != null) m.options.improvedTransparency().set(Boolean.parseBoolean(transparency));
|
||||
System.out.println("SHADER139_TRANSPARENCY " + m.options.improvedTransparency().get());
|
||||
checkPreferences();
|
||||
});
|
||||
try (var world = c.worldBuilder().adjustSettings(s -> {
|
||||
@@ -133,6 +149,11 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
c.runOnClient(m -> check(VanillaLight.active(), "Native Sanctuary shader is active without an external engine"));
|
||||
float morning = c.computeOnClient(m -> m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
|
||||
|
||||
if(coloredOnly){ColoredLights139ClientChecks.run(c,server);if(Boolean.getBoolean("sanctuary.test.colored140"))ColoredLights140ClientChecks.run(c,server);return;}
|
||||
if(sunshaftOnly){Sunshafts137ClientChecks.run(c,server);return;}
|
||||
if(closeupOnly){SsgiCloseup135ClientChecks.run(c,server);Pbr134ClientChecks.run(c,server);return;}
|
||||
if(pbrOnly){Pbr134ClientChecks.run(c,server);return;}
|
||||
if(ssgiOnly){Ssgi132ClientChecks.run(c,server);return;}
|
||||
if(bloomOnly){Bloom130ClientChecks.run(c,server);return;}
|
||||
// Keep VanillaLight enabled for both frames: changing its fog/grade would invalidate this oracle.
|
||||
shadows(c, false);
|
||||
@@ -149,7 +170,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
check(PixelShadows.shadowMap() != null, "Daylight allocates a real shadow target");
|
||||
check(PixelShadows.shadowMap().width == PixelShadows.mapSize(32, 16), "Shadow map follows selected quality");
|
||||
});
|
||||
for (int pixels : new int[]{8, 32, 16}) {
|
||||
for (int pixels : new int[]{8, 32, 64, 128, 16}) {
|
||||
c.runOnClient(m -> VanillaLight.setShadowPixels(pixels));
|
||||
activeFrames(c);
|
||||
c.runOnClient(m -> check(PixelShadows.shadowMap().width == PixelShadows.mapSize(32, pixels),
|
||||
@@ -241,12 +262,14 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
RealtimeShadows129ClientChecks.run(c, server);
|
||||
EdgeHighlights129ClientChecks.run(c, server);
|
||||
Bloom130ClientChecks.run(c, server);
|
||||
Ssgi132ClientChecks.run(c, server);
|
||||
Pbr134ClientChecks.run(c, server);
|
||||
c.getInput().pressKey(InputConstants.KEY_F1);
|
||||
for (String locale : new String[]{"fr_fr", "en_us"}) {
|
||||
c.runOnClient(m -> {
|
||||
m.getLanguageManager().setSelected(locale);
|
||||
m.getLanguageManager().onResourceManagerReload(m.getResourceManager());
|
||||
for (String key : new String[]{"pixel_shadows", "shadow_pixels", "shadow_distance", "edge_highlights", "edge_intensity", "edge_distance", "precision", "bloom", "bloom_radius", "ore_emission"}) {
|
||||
for (String key : new String[]{"pixel_shadows", "shadow_pixels", "shadow_distance", "edge_highlights", "edge_intensity", "edge_distance", "precision", "ssgi", "ssgi_intensity", "bloom", "bloom_radius", "ore_emission"}) {
|
||||
String fullKey = "sanctuary.shaders." + key;
|
||||
check(!Component.translatable(fullKey).getString().equals(fullKey), "Translated " + locale + " " + key);
|
||||
}
|
||||
@@ -258,7 +281,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
});
|
||||
});
|
||||
c.waitTicks(3);
|
||||
c.takeScreenshot("sanctuary-beta130-shader-options-" + locale);
|
||||
c.takeScreenshot("sanctuary-beta140-shader-options-" + locale);
|
||||
}
|
||||
c.runOnClient(m -> m.gui.setScreen(null));
|
||||
}
|
||||
@@ -422,12 +445,31 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
? java.util.stream.Stream.concat(java.util.stream.Stream.of(widget), widgets(child)) : java.util.stream.Stream.of(widget));
|
||||
}
|
||||
|
||||
private static void checkDefaults135() {
|
||||
try {
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");
|
||||
Files.deleteIfExists(path);forgetPreferences();
|
||||
check(VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20&&VanillaLight.pbr()&&VanillaLight.ssgi(),"Fresh defaults: bloom20, PBR and SSGI ON");
|
||||
check(VanillaLight.pbrIntensity()==50&&VanillaLight.ssgiIntensity()==35,"Existing effect strengths retained");
|
||||
Files.writeString(path,"{\"pbr\":false,\"ssgi\":false,\"bloomIntensity\":73}");forgetPreferences();
|
||||
check(!VanillaLight.pbr()&&!VanillaLight.ssgi()&&VanillaLight.bloomIntensity()==73,"Explicit personal toggles and intensity survive changed defaults");
|
||||
Files.writeString(path,"{\"bloom\":false}");forgetPreferences();
|
||||
check(!VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20&&VanillaLight.pbr()&&VanillaLight.ssgi(),"Missing fields get new defaults without replacing explicit values");
|
||||
System.out.println("SHADER135_DEFAULTS_PASS fresh, partial and personal preferences");
|
||||
} catch(IOException e){throw new AssertionError(e);}
|
||||
}
|
||||
|
||||
private static void checkPreferences() {
|
||||
checkDefaults135();
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);
|
||||
VanillaLight.setPbr(false);
|
||||
VanillaLight.setSsgi(false);
|
||||
VanillaLight.setBloom(false);
|
||||
VanillaLight.setOreEmission(false);
|
||||
VanillaLight.setEnabled(true);
|
||||
VanillaLight.setEdgeHighlights(false);
|
||||
VanillaLight.setSaturation(100);
|
||||
for (int[] pair : new int[][]{{Integer.MIN_VALUE, 8}, {11, 8}, {12, 16}, {16, 16}, {23, 16}, {24, 32}, {Integer.MAX_VALUE, 32}}) {
|
||||
for (int[] pair : new int[][]{{Integer.MIN_VALUE, 8}, {11, 8}, {12, 16}, {16, 16}, {23, 16}, {24, 32}, {47,32}, {48,64}, {64,64}, {95,64}, {96,128}, {128,128}, {Integer.MAX_VALUE,128}}) {
|
||||
VanillaLight.setShadowPixels(pair[0]);
|
||||
forgetPreferences();
|
||||
check(VanillaLight.shadowPixels() == pair[1], "Persisted pixel density rounds/clamps " + pair[0]);
|
||||
@@ -478,7 +520,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
static void look(ClientGameTestContext c, TestServerContext server, float yaw, float pitch) {
|
||||
server.runOnServer(s -> {
|
||||
var p = s.getPlayerList().getPlayers().getFirst();
|
||||
command(s, "tp @a " + p.getX() + " " + p.getY() + " " + p.getZ() + " " + yaw + " " + pitch);
|
||||
command(s, "tp @a " + p.getX() + " " + p.getY() + " " + p.getZ() + String.format(java.util.Locale.ROOT," %.8f %.8f",yaw,pitch));
|
||||
});
|
||||
c.waitFor(m -> Math.abs(m.player.getXRot() - pitch) < .00001
|
||||
&& Math.abs(m.player.getYRot() - yaw) < .00001, 200);
|
||||
@@ -523,7 +565,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
|
||||
static Frame capture(ClientGameTestContext c, String name) {
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta130-shader-" + name);
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta140-shader-" + name);
|
||||
var result = new CompletableFuture<Frame>();
|
||||
c.runOnClient(m -> Screenshot.takeScreenshot(m.gameRenderer.mainRenderTarget(), image -> {
|
||||
try (image) {
|
||||
@@ -624,11 +666,11 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
|
||||
private record Options(int distance, int simulationDistance, int fov, boolean bob,
|
||||
boolean pause, CameraType camera, String language) {
|
||||
boolean pause, CameraType camera, String language, boolean improvedTransparency) {
|
||||
static Options capture(Minecraft m) {
|
||||
return new Options(m.options.renderDistance().get(), m.options.simulationDistance().get(), m.options.fov().get(),
|
||||
m.options.bobView().get(), m.options.pauseOnLostFocus,
|
||||
m.options.getCameraType(), m.getLanguageManager().getSelected());
|
||||
m.options.getCameraType(), m.getLanguageManager().getSelected(), m.options.improvedTransparency().get());
|
||||
}
|
||||
|
||||
void restore(Minecraft m) {
|
||||
@@ -638,6 +680,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
m.options.bobView().set(bob);
|
||||
m.options.pauseOnLostFocus = pause;
|
||||
m.options.setCameraType(camera);
|
||||
m.options.improvedTransparency().set(improvedTransparency);
|
||||
m.getLanguageManager().setSelected(language);
|
||||
m.getLanguageManager().onResourceManagerReload(m.getResourceManager());
|
||||
}
|
||||
|
||||
+126
@@ -0,0 +1,126 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.world.level.block.state.BlockState;
|
||||
import java.nio.file.Files;
|
||||
|
||||
public final class Ssgi132ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setPbr(false);VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
server.runOnServer(s->{command(s,"time set 6000");for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.CONCRETE.white().defaultBlockState());
|
||||
for(int y=65;y<=102;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.AIR.defaultBlockState());
|
||||
}});
|
||||
camera(c,server,10.5,69,5.5,65);look(c,server,0,40);settle(c);
|
||||
var flatOff=capture(c,"ssgi-flat-off");enable(c,true);unchanged(flatOff,capture(c,"ssgi-flat-on"),"Coplanar ground does not bounce light onto itself");
|
||||
wall(server,12,Blocks.CONCRETE.red().defaultBlockState());settle(c);enable(c,false);var redOff=capture(c,"ssgi-red-off");
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(35));
|
||||
enable(c,true);var defaultRed=measure(redOff,capture(c,"ssgi-red-default-35"));
|
||||
System.out.println("SSGI133_DEFAULT "+defaultRed);
|
||||
check(defaultRed.visible>5000&&defaultRed.strong>500,"Default intensity produces 8/255 gain over 5000 pixels and 16/255 over 500 pixels: "+defaultRed);
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(90));frames(c);
|
||||
var redOn=capture(c,"ssgi-red-on");var red=measure(redOff,redOn);System.out.println("SSGI133_RED "+red);
|
||||
check(red.changed>30&&red.red>red.blue*1.5+20,"Visible red wall tints neutral ground: "+red);
|
||||
unchanged(redOn,capture(c,null),"Stationary SSGI has no animated noise or accumulating feedback");
|
||||
look(c,server,0.00002f,40.00002f);frames(c);unchanged(redOn,capture(c,null),"Subpixel motion keeps actual red bounce stable");
|
||||
look(c,server,5,40);frames(c);capture(c,"ssgi-camera-turned");
|
||||
look(c,server,0,40);frames(c);unchanged(redOn,capture(c,null),"Returning the camera leaves no temporal color trails");
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(20));frames(c);var low=measure(redOff,capture(c,"ssgi-strength-20"));
|
||||
check(red.red>low.red*1.5,"Intensity adjusts native color bounce: "+red+" / "+low);
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(0));c.waitTicks(6);unchanged(redOff,capture(c,null),"Zero intensity restores source image");
|
||||
c.runOnClient(m->check(!ScreenSpaceGI.allocated()&&!ScreenSpaceGI.applied(),"Zero frees SSGI targets"));
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(90));frames(c);
|
||||
int oldWidth=c.computeOnClient(m->m.getWindow().getScreenWidth()),oldHeight=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
c.runOnClient(m->m.getWindow().setWindowed(961,541));
|
||||
c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=redOn.width(),200);frames(c);
|
||||
enable(c,false);var resizedOff=capture(c,null);enable(c,true);var resized=measure(resizedOff,capture(c,"ssgi-resized"));
|
||||
check(resized.changed>30&&resized.red>resized.blue*1.5+20,"Resizing reallocates a working SSGI pass: "+resized);
|
||||
c.runOnClient(m->m.getWindow().setWindowed(oldWidth,oldHeight));
|
||||
c.waitFor(m->m.gameRenderer.mainRenderTarget().width==redOn.width(),200);frames(c);
|
||||
wall(server,12,Blocks.CONCRETE.blue().defaultBlockState());settle(c);enable(c,false);var blueOff=capture(c,"ssgi-blue-off");enable(c,true);var blue=measure(blueOff,capture(c,"ssgi-blue-on"));
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(35));frames(c);
|
||||
var defaultBlue=measure(blueOff,capture(c,"ssgi-blue-default-35"));
|
||||
check(defaultBlue.visible>5000&&defaultBlue.strong>500&&defaultBlue.blue>defaultBlue.red*1.5+20,"Default blue bounce is visible too: "+defaultBlue);
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(90));frames(c);
|
||||
System.out.println("SSGI133_BLUE "+blue+" default="+defaultBlue);check(blue.changed>30&&blue.blue>blue.red*1.5+20,"Live blue wall changes bounced hue: "+blue);
|
||||
wall(server,11,Blocks.CONCRETE.white().defaultBlockState());settle(c);enable(c,false);var coveredOff=capture(c,null);enable(c,true);var covered=capture(c,"ssgi-covered-blue");
|
||||
wall(server,12,Blocks.CONCRETE.red().defaultBlockState());settle(c);unchanged(covered,capture(c,"ssgi-covered-red"),"Hidden wall color cannot pass through foreground wall");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();frames(c);unchanged(covered,capture(c,"ssgi-reloaded"),"Resource reload restores SSGI");
|
||||
look(c,server,0.00002f,40.00002f);frames(c);unchanged(covered,capture(c,null),"Subpixel camera movement keeps bounce stable");
|
||||
look(c,server,0,40);frames(c);enable(c,false);unchanged(coveredOff,capture(c,null),"OFF leaves no residual tint");
|
||||
c.runOnClient(m->check(!ScreenSpaceGI.allocated(),"OFF frees SSGI resources"));
|
||||
c.runOnClient(m->{VanillaLight.setSsgiIntensity(35);VanillaLight.setPixelShadows(true);VanillaLight.setEdgeHighlights(true);VanillaLight.setBloom(true);VanillaLight.setOreEmission(true);});
|
||||
enable(c,true);c.waitFor(m->PixelShadows.applied()&&PixelShadows.ready()&&EdgeHighlights.applied()&&Bloom.applied(),1200);
|
||||
capture(c,"ssgi-combined-shader");
|
||||
c.runOnClient(m->VanillaLight.setEnabled(false));c.waitTicks(8);
|
||||
c.runOnClient(m->check(!ScreenSpaceGI.allocated(),"Main shader OFF releases SSGI too"));
|
||||
c.runOnClient(m->VanillaLight.setEnabled(true));frames(c);enable(c,false);
|
||||
motion(c,server);
|
||||
SsgiCloseup135ClientChecks.run(c,server);
|
||||
System.out.println("SSGI133_PASS red/blue diffuse bounce; intensity; flat rejection; foreground occlusion; static stability; tiny camera motion; resize; reload; combined shader; OFF/zero; preferences; red="+red+" blue="+blue);
|
||||
}
|
||||
private static void motion(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
wall(server,11,Blocks.AIR.defaultBlockState());
|
||||
server.runOnServer(s->{
|
||||
command(s,"summon minecraft:cow 8.5 65 9.5 {NoAI:1b,Silent:1b,NoGravity:1b,Invulnerable:1b,Tags:[\"ssgi134_test\"]}");
|
||||
for(int x=11;x<=13;x++)for(int z=8;z<=10;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.GRASS_BLOCK.defaultBlockState());
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,65,z),Blocks.SHORT_GRASS.defaultBlockState());
|
||||
}
|
||||
});settle(c);
|
||||
for(int intensity:new int[]{35,100}){
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(intensity));
|
||||
Frame start=null;double worstGrass=0;
|
||||
for(int step=0;step<=12;step++){
|
||||
double x=4.5+step;camera(c,server,x,66.5,5.5,65);
|
||||
look(c,server,(float)Math.toDegrees(Math.atan2(x-10.5,6.5)),10);
|
||||
enable(c,false);var base=capture(c,"ssgi-motion-"+intensity+"-"+step+"-off");
|
||||
enable(c,true);var frame=capture(c,"ssgi-motion-"+intensity+"-"+step+"-on");
|
||||
double grass=grassGain(base,frame);worstGrass=Math.max(worstGrass,grass);
|
||||
check(grass<(intensity==35?12:30),"Lateral view avoids excessive grass brightening at "+intensity+" / "+step+": "+grass);
|
||||
if(step==0)start=frame;
|
||||
}
|
||||
System.out.println("SSGI134_GRASS intensity="+intensity+" maxMeanGreenGain="+worstGrass);
|
||||
camera(c,server,4.5,66.5,5.5,65);look(c,server,(float)Math.toDegrees(Math.atan2(-6,6.5)),10);frames(c);
|
||||
unchanged(start,capture(c,null),"Twelve-block lateral movement returns without stale SSGI history at "+intensity);
|
||||
}
|
||||
enable(c,false);c.runOnClient(m->VanillaLight.setSsgiIntensity(35));
|
||||
server.runOnServer(s->command(s,"kill @e[tag=ssgi134_test]"));
|
||||
System.out.println("SSGI134_MOTION_PASS 12-block lateral sweep, grass/cow/blocks, OFF/ON at35 and100, return without history");
|
||||
}
|
||||
private static double grassGain(Frame off,Frame on){
|
||||
int count=0;long gain=0;
|
||||
for(int i=0;i<off.pixels().length;i++){
|
||||
int a=off.pixels()[i],r=a>>16&255,g=a>>8&255,b=a&255;
|
||||
if(g>r*1.15&&g>b*1.3&&g>45){count++;gain+=Math.max(0,(on.pixels()[i]>>8&255)-g);}
|
||||
}
|
||||
check(count>500,"Motion fixture includes visible vegetation");return gain/(double)count;
|
||||
}
|
||||
private static void wall(TestServerContext server,int z,BlockState state){server.runOnServer(s->{for(int x=6;x<=15;x++)for(int y=65;y<=(z==11?72:69);y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),state);});}
|
||||
private static void settle(ClientGameTestContext c){c.waitTicks(30);c.waitFor(m->m.levelRenderer.hasRenderedAllSections(),1200);c.waitTicks(8);}
|
||||
private static void enable(ClientGameTestContext c,boolean enabled){c.runOnClient(m->VanillaLight.setSsgi(enabled));if(enabled)frames(c);else c.waitTicks(8);}
|
||||
private static void frames(ClientGameTestContext c){int start=c.computeOnClient(m->ScreenSpaceGI.renderedFrames());c.waitFor(m->ScreenSpaceGI.applied()&&ScreenSpaceGI.renderedFrames()>start+10,1200);c.waitTicks(6);}
|
||||
private static void preferences(){try{
|
||||
var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"bloom\":false,\"shadowPixels\":128}");forgetPreferences();
|
||||
check(VanillaLight.ssgi()&&VanillaLight.ssgiIntensity()==35&&!VanillaLight.bloom()&&VanillaLight.shadowPixels()==128,"Legacy choices preserved; missing SSGI setting defaults ON at 35");
|
||||
for(int i:new int[]{-10,0,35,90,140}){VanillaLight.setSsgiIntensity(i);VanillaLight.setSsgi(true);forgetPreferences();check(VanillaLight.ssgi()&&VanillaLight.ssgiIntensity()==Math.clamp(i,0,100),"SSGI persists and clamps");}
|
||||
VanillaLight.setSsgiIntensity(90);
|
||||
}catch(Exception e){throw new AssertionError(e);}}
|
||||
private record Gain(int changed,int visible,int strong,double red,double green,double blue){}
|
||||
private static Gain measure(Frame off,Frame on){int count=0,visible=0,strong=0;double r=0,g=0,b=0;for(int i=0;i<off.pixels().length;i++){
|
||||
int a=off.pixels()[i],ar=a>>16&255,ag=a>>8&255,ab=a&255;
|
||||
if(Math.max(ar,Math.max(ag,ab))-Math.min(ar,Math.min(ag,ab))>25||ar<60||ar>245)continue;
|
||||
int z=on.pixels()[i];int dr=(z>>16&255)-ar,dg=(z>>8&255)-ag,db=(z&255)-ab;
|
||||
if(Math.max(dr,Math.max(dg,db))>=16)strong++;
|
||||
if(Math.max(dr,Math.max(dg,db))>=8)visible++;
|
||||
if(Math.max(dr,Math.max(dg,db))>1)count++;r+=Math.max(0,dr);g+=Math.max(0,dg);b+=Math.max(0,db);
|
||||
}return new Gain(count,visible,strong,r,g,b);}
|
||||
}
|
||||
+78
@@ -0,0 +1,78 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
|
||||
/** Native low-angle and near-plane regression fixture; never opens a personal world. */
|
||||
public final class SsgiCloseup135ClientChecks implements net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setPbr(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
server.runOnServer(s->{
|
||||
// Minecraft 26.3 rejects setting a clock to its existing value.
|
||||
command(s,"time add 1");command(s,"time set 6000");
|
||||
for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++){
|
||||
// Contain lava: no flow below the platform into the following PBR fixture.
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,63,z),Blocks.STONE.defaultBlockState());
|
||||
for(int y=64;y<=102;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),y==64?Blocks.STONE.defaultBlockState():Blocks.AIR.defaultBlockState());
|
||||
if(x>=5&&x<=16&&z>=4&&z<=14)s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.LAVA.defaultBlockState());
|
||||
if(x>=5&&x<=16&&z>=8&&z<=14)s.overworld().setBlockAndUpdate(new BlockPos(x,68,z),Blocks.STONE.defaultBlockState());
|
||||
if(x>=5&&x<=16&&z==12)for(int y=65;y<=67;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.CONCRETE.red().defaultBlockState());
|
||||
}
|
||||
});c.waitTicks(40);c.waitFor(m->m.levelRenderer.hasRenderedAllSections(),1200);
|
||||
for(int scene=0;scene<2;scene++)for(int intensity:new int[]{35,100}){
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(intensity));
|
||||
for(int step=0;step<7;step++){
|
||||
// Eye approaches the underside, crossing the old fixed normal-area threshold.
|
||||
double gap=new double[]{2.0,1.0,.65,.4,.2,.1,.04}[step];
|
||||
camera(c,server,10.5,68-gap-1.62,scene==0?9.5:11.5,65);look(c,server,0,-25);
|
||||
c.runOnClient(m->VanillaLight.setSsgi(false));c.waitTicks(8);
|
||||
var off=capture(c,"closeup-"+scene+"-"+intensity+"-"+step+"-off");
|
||||
c.runOnClient(m->VanillaLight.setSsgi(true));c.waitFor(m->ScreenSpaceGI.applied(),1200);c.waitTicks(12);
|
||||
var on=capture(c,"closeup-"+scene+"-"+intensity+"-"+step+"-on");
|
||||
var stats=rowJump(off,on);
|
||||
System.out.println("SSGI135_CLOSEUP scene="+scene+" intensity="+intensity+" gap="+gap+" "+stats);
|
||||
if(scene==0&&gap<=.1)check(stats.jump<2&&stats.gain<.1,"Near-plane bounce fades without a horizontal bright strip: "+stats);
|
||||
if(scene==1&&gap==.4)check(stats.rows>30&&stats.gain>1,"Close corner retains actual bounce instead of rejecting small world pixels: "+stats);
|
||||
if(gap==.04)check(stats.gain<.05,"At contact, indirect light fades to the source image: "+stats);
|
||||
}
|
||||
}
|
||||
int width=c.computeOnClient(m->m.getWindow().getScreenWidth()),height=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
camera(c,server,10.5,65.98,11.5,65);look(c,server,0,-25);
|
||||
c.runOnClient(m->{VanillaLight.setSsgiIntensity(100);m.getWindow().setWindowed(1280,720);});
|
||||
c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=width,200);c.waitTicks(15);
|
||||
c.runOnClient(m->VanillaLight.setSsgi(false));c.waitTicks(8);var largeOff=capture(c,"closeup-large-off");
|
||||
c.runOnClient(m->VanillaLight.setSsgi(true));c.waitTicks(15);var large=capture(c,"closeup-large-on");
|
||||
var largeStats=rowJump(largeOff,large);check(largeStats.rows>30&&largeStats.gain>1,"High resolution with a visible source retains bounce: "+largeStats);
|
||||
look(c,server,.00002f,-25.00002f);c.waitTicks(10);unchanged(large,capture(c,null),"Closeup has no subpixel normal threshold flicker");
|
||||
look(c,server,0,-65);c.runOnClient(m->VanillaLight.setSsgi(false));c.waitTicks(8);var steepOff=capture(c,"closeup-offscreen-source-off");
|
||||
c.runOnClient(m->VanillaLight.setSsgi(true));c.waitTicks(15);unchanged(steepOff,capture(c,"closeup-offscreen-source-on"),"Looking away from the source does not invent hidden light");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(width,height));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==width,200);c.waitTicks(15);
|
||||
c.runOnClient(m->{VanillaLight.setPbr(true);VanillaLight.setBloom(true);VanillaLight.setOreEmission(true);VanillaLight.setPixelShadows(true);VanillaLight.setEdgeHighlights(true);});
|
||||
c.waitFor(m->ProceduralPbr.applied()&&ProceduralPbr.ready()&&Bloom.applied()&&PixelShadows.applied()&&PixelShadows.ready(),1200);
|
||||
c.waitTicks(15);capture(c,"closeup-combined");
|
||||
c.runOnClient(m->{VanillaLight.setSsgi(false);VanillaLight.setSsgiIntensity(35);VanillaLight.setPbr(false);});
|
||||
System.out.println("SSGI135_CLOSEUP_PASS low-angle lava/stone and seven camera distances at 35/100");
|
||||
}
|
||||
private record Rows(double jump,double gain,int rows){}
|
||||
private static Rows rowJump(Frame a,Frame b){
|
||||
double previous=0,max=0,gain=0;int rows=0;
|
||||
for(int y=a.height()/8;y<a.height()*7/8;y++){
|
||||
double sum=0;int count=0;
|
||||
for(int x=a.width()/4;x<a.width()*3/4;x++){
|
||||
int i=y*a.width()+x,pa=a.pixels()[i],pb=b.pixels()[i];
|
||||
int r=pa>>16&255,g=pa>>8&255,blue=pa&255;
|
||||
if(Math.max(r,Math.max(g,blue))-Math.min(r,Math.min(g,blue))<12&&g>15){
|
||||
sum+=Math.max(0,(pb>>16&255)-r);count++;
|
||||
}
|
||||
}
|
||||
if(count<a.width()/8)continue;
|
||||
double mean=sum/count;if(rows>0)max=Math.max(max,Math.abs(mean-previous));
|
||||
previous=mean;gain+=mean;rows++;
|
||||
}
|
||||
return new Rows(max,gain/Math.max(rows,1),rows);
|
||||
}
|
||||
}
|
||||
+39
@@ -0,0 +1,39 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import static fr.koka.sanctuary.client.shader.Sunshafts137ClientChecks.*;
|
||||
import fr.koka.sanctuary.client.WeatherClient;
|
||||
import fr.koka.sanctuary.weather.DailyWeather;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
|
||||
/** Actual server weather -> native atmospheric fog -> shader scattering, same scene and manual strength. */
|
||||
final class SunshaftWeather138ClientChecks {
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
check(Sunshafts.fogDensity(1024)==0&&Sunshafts.fogDensity(192)==0&&Sunshafts.fogDensity(80)==1,"Clear and full fog endpoints");
|
||||
float previous=0;for(int end=192;end>=80;end--){float d=Sunshafts.fogDensity(end);check(d>=previous&&d-previous<.014,"Fog density is bounded, smooth and monotonic");previous=d;}
|
||||
check(Sunshafts.fogDensity(Float.POSITIVE_INFINITY)==0&&Sunshafts.fogDensity(Float.NaN)==0,"Invalid fog distance cannot create NaN shafts");
|
||||
c.runOnClient(m->{VanillaLight.setSunshafts(false);VanillaLight.setSunshaftIntensity(35);VanillaLight.setPixelShadows(false);VanillaLight.setBloom(false);VanillaLight.setLensFlare(false);VanillaLight.setOreEmission(false);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setEdgeHighlights(false);});
|
||||
roof(server,1);camera(c,server,100.5,101,110.5,70);aim(c,server);
|
||||
profile(c,server,DailyWeather.Kind.CLEAR);enable(c,false);var clearOff=capture(c,"weather-shafts-clear-off");enable(c,true);var clear=capture(c,"weather-shafts-clear-35");double clearEnergy=energy(clearOff,clear);
|
||||
server.runOnServer(s->command(s,"weather fog"));c.waitFor(m->WeatherClient.state().kind()==DailyWeather.Kind.FOG,200);
|
||||
float[] transition=new float[12];for(int i=0;i<transition.length;i++){c.waitTicks(20);transition[i]=c.computeOnClient(m->Sunshafts.fogDensity(m.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.fogData.environmentalEnd));if(i>0)check(transition[i]>=transition[i-1]-.002&&transition[i]-transition[i-1]<.4,"Live fog transition has no abrupt density jump");}
|
||||
c.runOnClient(m->{check(m.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.fogData.environmentalEnd<=80.01,"Fog command reaches actual native FogData");check(Sunshafts.applied(),"Atmospheric fog does not disable rays");});
|
||||
enable(c,false);var fogOff=capture(c,"weather-shafts-fog-off");enable(c,true);var fog=capture(c,"weather-shafts-fog-35");double fogEnergy=energy(fogOff,fog);
|
||||
check(fogEnergy>clearEnergy*1.7,"Fog visibly thickens scattering at the same intensity: "+clearEnergy+" -> "+fogEnergy);unchanged(fog,capture(c,null),"Stable fog adds no animated noise");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(fog,capture(c,"weather-shafts-fog-reload"),"Weather coupling survives shader reload");
|
||||
roof(server,0);settle(c);enable(c,false);var sealedOff=capture(c,null);enable(c,true);unchanged(sealedOff,capture(c,"weather-shafts-fog-sealed"),"Dense fog cannot illuminate a sealed room through walls");roof(server,1);settle(c);
|
||||
profile(c,server,DailyWeather.Kind.RAIN);enable(c,false);var rainOff=capture(c,"weather-shafts-rain-off");enable(c,true);double rainEnergy=energy(rainOff,capture(c,"weather-shafts-rain-35"));check(rainEnergy>0&&rainEnergy<fogEnergy,"Rain stays visible but below thick fog: "+rainEnergy);
|
||||
profile(c,server,DailyWeather.Kind.THUNDER);enable(c,false);var stormOff=capture(c,"weather-shafts-storm-off");enable(c,true);double stormEnergy=energy(stormOff,capture(c,"weather-shafts-storm-35"));check(stormEnergy<rainEnergy*.8,"Storm clouds reduce available sunlight: "+stormEnergy+" / "+rainEnergy);
|
||||
profile(c,server,DailyWeather.Kind.CLEAR);enable(c,true);var restored=capture(c,"weather-shafts-restored-clear");unchanged(clear,restored,"Returning to clear restores the original rays without accumulated brightness");
|
||||
c.runOnClient(m->check(VanillaLight.sunshaftIntensity()==35,"Weather never changes the player's intensity setting"));
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(0));c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated(),"Zero still frees atmospheric scattering"));
|
||||
System.out.println("SUNSHAFT138_WEATHER_PASS clear="+clearEnergy+" fog="+fogEnergy+" rain="+rainEnergy+" storm="+stormEnergy+" smooth transitions, native fog, closed room, reload, restored clear and manual setting");
|
||||
}
|
||||
private static void profile(ClientGameTestContext c,TestServerContext server,DailyWeather.Kind kind){
|
||||
server.runOnServer(s->command(s,"sanctuary weather "+kind.key()));
|
||||
c.waitFor(m->WeatherClient.state().active()&&WeatherClient.state().kind()==kind,200);
|
||||
c.waitFor(m->(kind.raining()?m.level.getRainLevel(1)>.999:m.level.getRainLevel(1)<.001)&&(kind.thundering()?m.level.getThunderLevel(1)>.999:m.level.getThunderLevel(1)<.001),600);
|
||||
c.waitTicks(240);
|
||||
}
|
||||
}
|
||||
+64
@@ -0,0 +1,64 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import java.nio.file.Files;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.network.chat.Component;
|
||||
import net.minecraft.util.Mth;
|
||||
|
||||
/** Native solar volume in a sealed room, a slotted roof and a leaf canopy. */
|
||||
public final class Sunshafts137ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,false,false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setShadowDistance(64);});
|
||||
server.runOnServer(s->{command(s,"time add 1");command(s,"time set 3000");
|
||||
for(int x=76;x<=124;x++)for(int z=76;z<=124;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,96,z),Blocks.STONE_BRICKS.defaultBlockState());
|
||||
if(x==76||x==124||z==76||z==124)for(int y=97;y<=113;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.STONE_BRICKS.defaultBlockState());
|
||||
}
|
||||
});
|
||||
roof(server,0);camera(c,server,100.5,101,110.5,70);aim(c,server);c.waitTicks(50);
|
||||
var closedOff=capture(c,"shafts-closed-off");enable(c,true);var closed=capture(c,"shafts-closed-on");
|
||||
check(gain(closedOff,closed)<300,"Sealed room receives no sunlight through opaque blocks: "+gain(closedOff,closed));
|
||||
c.runOnClient(m->check(!PixelShadows.applied()&&PixelShadows.depthReady()&&!Bloom.allocated(),"Volume alone shares depth without surface shadows or bloom"));
|
||||
roof(server,1);settle(c);enable(c,false);var off=capture(c,"shafts-slots-off");enable(c,true);var on=capture(c,"shafts-slots-35");long low=gain(off,on);
|
||||
check(low>1000,"Roof openings form visible shafts: "+low);unchanged(on,capture(c,null),"Static shafts have no animated sampling noise");
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(100));settle(c);var strong=capture(c,"shafts-slots-100");check(gain(off,strong)>low*1.5,"Intensity increases volume energy");
|
||||
camera(c,server,104.5,101,110.5,70);aim(c,server);settle(c);capture(c,"shafts-moved-four-blocks");
|
||||
camera(c,server,100.5,101,110.5,70);aim(c,server);settle(c);unchanged(strong,capture(c,"shafts-returned"),"Moving and returning leaves no history or trailing light");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(strong,capture(c,"shafts-reloaded"),"Volume recovers after resource reload");
|
||||
int w=c.computeOnClient(m->m.getWindow().getScreenWidth()),h=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
c.runOnClient(m->m.getWindow().setWindowed(961,541));c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=off.width(),200);settle(c);
|
||||
enable(c,false);var small=capture(c,null);enable(c,true);check(gain(small,capture(c,"shafts-resized"))>1000,"Bilateral volume survives odd dimensions");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(w,h));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==off.width(),200);settle(c);
|
||||
roof(server,2);settle(c);enable(c,false);var leafOff=capture(c,null);enable(c,true);var leafOn=capture(c,"shafts-leaves");long leaf=gain(leafOff,leafOn);double leafEnergy=energy(leafOff,leafOn);check(leaf>1000,"Leaf canopy transmits light: "+leaf);
|
||||
roof(server,3);settle(c);enable(c,false);var openOff=capture(c,null);enable(c,true);var openOn=capture(c,"shafts-open");long open=gain(openOff,openOn);double openEnergy=energy(openOff,openOn);check(openEnergy>leafEnergy,"Leaf canopy attenuates normalized scattering on identical walls: "+leafEnergy+" / "+openEnergy);
|
||||
look(c,server,0,0);settle(c);enable(c,false);var sideOff=capture(c,null);enable(c,true);check(gain(sideOff,capture(c,"shafts-sun-offscreen"))>1000,"Volume persists with sun outside the viewport");
|
||||
long[] close=new long[2];int index=0;
|
||||
for(double z:new double[]{123.5,123.875}){camera(c,server,100.5,101,z,70);look(c,server,0,0);settle(c);enable(c,false);var nearOff=capture(c,null);enable(c,true);close[index++]=gain(nearOff,capture(c,"shafts-wall-"+z));}
|
||||
check(close[1]<=close[0]+100,"Approaching wall attenuates scattering instead of increasing it: "+close[0]+" / "+close[1]);
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(0));c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated()&&PixelShadows.shadowMap()==null,"Zero frees volume and unneeded shared map"));
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(35));enable(c,true);
|
||||
server.runOnServer(s->command(s,"time set 18000"));c.waitTicks(30);c.runOnClient(m->check(!Sunshafts.allocated()&&!Sunshafts.applied(),"Solar volume stops at night"));
|
||||
server.runOnServer(s->command(s,"time set 3000"));camera(c,server,100.5,101,110.5,70);aim(c,server);settle(c);
|
||||
c.runOnClient(m->{VanillaLight.setPixelShadows(true);VanillaLight.setPbr(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setLensFlare(true);VanillaLight.setEdgeHighlights(true);});activeFrames(c);capture(c,"shafts-combined");
|
||||
c.runOnClient(m->{VanillaLight.setSunshafts(false);});c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated()&&PixelShadows.applied(),"OFF preserves independently enabled surface shadows"));
|
||||
for(String locale:new String[]{"fr_fr","en_us"})c.runOnClient(m->{m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String suffix:new String[]{"sunshafts","sunshafts_help","sunshaft_intensity","sunshaft_intensity_help"}){String key="sanctuary.shaders."+suffix;check(!Component.translatable(key).getString().equals(key),"Localized volume controls: "+locale);}});
|
||||
System.out.println("SUNSHAFT137_PASS slotGain="+low+" leafGain="+leaf+" openGain="+open+" closed room, offscreen sun, camera return, proximity, reload/resize, shared map, zero/night, preferences, FR/EN");
|
||||
SunshaftWeather138ClientChecks.run(c,server);
|
||||
}
|
||||
static void roof(TestServerContext server,int mode){server.runOnServer(s->{for(int x=76;x<=124;x++)for(int z=76;z<=124;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,113,z),(mode==3||mode==1&&Math.floorMod(z,8)<3?Blocks.AIR:mode==2?Blocks.OAK_LEAVES:Blocks.OAK_PLANKS).defaultBlockState().trySetValue(net.minecraft.world.level.block.state.properties.BlockStateProperties.PERSISTENT,true));});}
|
||||
static void aim(ClientGameTestContext c,TestServerContext server){var d=c.computeOnClient(m->PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));look(c,server,Mth.wrapDegrees((float)Math.toDegrees(Math.atan2(-d.x,d.z))+25),-12);}
|
||||
static void settle(ClientGameTestContext c){int before=c.computeOnClient(m->Sunshafts.renderedFrames());c.waitFor(m->Sunshafts.applied()&&PixelShadows.ready()&&Sunshafts.renderedFrames()>before+10,1200);c.waitTicks(30);}
|
||||
static void enable(ClientGameTestContext c,boolean enabled){c.runOnClient(m->VanillaLight.setSunshafts(enabled));if(enabled)settle(c);else c.waitTicks(10);}
|
||||
private static long gain(Frame off,Frame on){long sum=0;for(int i=0;i<off.pixels().length;i++)for(int shift:new int[]{0,8,16})sum+=Math.max(0,(on.pixels()[i]>>shift&255)-(off.pixels()[i]>>shift&255));return sum;}
|
||||
// Screen blending has less headroom on a brighter vanilla wall. Remove that factor
|
||||
// before comparing roofs, and exclude the roof itself where geometry changes.
|
||||
static double energy(Frame off,Frame on){double sum=0;int n=0;for(int y=off.height()/3;y<off.height();y++)for(int x=0;x<off.width();x++){int i=y*off.width()+x;for(int shift:new int[]{0,8,16}){int a=off.pixels()[i]>>shift&255,b=on.pixels()[i]>>shift&255;if(a<240){sum+=Math.max(0,b-a)/(255.0-a);n++;}}}return sum/Math.max(1,n);}
|
||||
private static void preferences(){try{var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"bloom\":false,\"pixelShadows\":false}");forgetPreferences();check(VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()==35&&!VanillaLight.bloom()&&!VanillaLight.pixelShadows(),"Missing shaft settings preserve existing choices");VanillaLight.setSunshafts(false);VanillaLight.setSunshaftIntensity(73);forgetPreferences();check(!VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()==73,"Custom shafts persist");for(int n:new int[]{-10,0,35,100,150}){VanillaLight.setSunshaftIntensity(n);forgetPreferences();check(VanillaLight.sunshaftIntensity()==Math.clamp(n,0,100),"Intensity clamps and persists");}VanillaLight.setSunshaftIntensity(35);}catch(java.io.IOException e){throw new AssertionError(e);}}
|
||||
}
|
||||
+17
@@ -0,0 +1,17 @@
|
||||
package fr.koka.sanctuary.gametest.mixin;
|
||||
|
||||
import net.minecraft.client.renderer.Lightmap;
|
||||
import net.minecraft.client.renderer.state.LightmapRenderState;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
import org.spongepowered.asm.mixin.injection.At;
|
||||
import org.spongepowered.asm.mixin.injection.Inject;
|
||||
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
|
||||
/** Freeze only vanilla torch flicker for image comparisons; never packaged in the mod. */
|
||||
@Mixin(Lightmap.class)
|
||||
public abstract class Colored139LightmapProbeMixin {
|
||||
@Inject(method="render",at=@At("HEAD"))
|
||||
private void stableBlockLight(LightmapRenderState state,CallbackInfo ci){
|
||||
if(Boolean.getBoolean("sanctuary.test.freezeBlockFlicker")){state.blockFactor=1;state.needsUpdate=true;}
|
||||
}
|
||||
}
|
||||
@@ -10,6 +10,7 @@
|
||||
"defaultRequire": 1
|
||||
},
|
||||
"client": [
|
||||
"Colored139LightmapProbeMixin",
|
||||
"Fourneau094ParticleProbeMixin",
|
||||
"Tooltip093FontProbeMixin",
|
||||
"ClientVsync046Mixin",
|
||||
|
||||
@@ -27,6 +27,15 @@ public final class DynamicLightClient {
|
||||
private static DynamicLightConfig config;
|
||||
private static final Map<Item,Integer> overrides=new IdentityHashMap<>();
|
||||
private static int ticks;
|
||||
private static boolean invalidatingSections;
|
||||
private static final fr.koka.sanctuary.client.shader.ColoredLightMaterials colors=new fr.koka.sanctuary.client.shader.ColoredLightMaterials();
|
||||
private static Object models;
|
||||
public static boolean invalidatingSections(){return invalidatingSections;}
|
||||
private static final class ColorMix {
|
||||
double r,g,b;
|
||||
void add(int light,int color){if(light<=0)return;double energy=Math.pow(.8,15-light);r=Math.max(r,(color>>16&255)*energy);g=Math.max(g,(color>>8&255)*energy);b=Math.max(b,(color&255)*energy);}
|
||||
int result(){double m=Math.max(1e-8,Math.max(r,Math.max(g,b)));return (int)Math.round(r/m*255)<<16|(int)Math.round(g/m*255)<<8|(int)Math.round(b/m*255);}
|
||||
}
|
||||
private DynamicLightClient() {}
|
||||
public static void register(KeyMapping.Category category) {
|
||||
config=DynamicLightConfig.load();
|
||||
@@ -50,7 +59,7 @@ public final class DynamicLightClient {
|
||||
}
|
||||
public static int pendingSections() {return field.pendingCount();}
|
||||
private static void reset(ClientLevel level) {
|
||||
field=new DynamicLightField();view=new View(level,field.snapshot());ticks=0;
|
||||
field=new DynamicLightField();view=new View(level,field.snapshot());ticks=0;colors.clear();models=null;
|
||||
}
|
||||
private static int emission(ItemStack stack) {return overrides.getOrDefault(stack.getItem(),-1)>=0?overrides.get(stack.getItem()):ItemLightEmission.of(stack);}
|
||||
private static void tick(Minecraft m) {
|
||||
@@ -59,6 +68,8 @@ public final class DynamicLightClient {
|
||||
if(ticks++%config.updateIntervalTicks==0) {
|
||||
List<DynamicLightField.Source> sources=List.of();
|
||||
if(config.enabled) {
|
||||
var currentModels=m.getModelManager().getBlockStateModelSet();if(models!=currentModels){colors.clear();models=currentModels;}
|
||||
boolean tinted=fr.koka.sanctuary.client.shader.VanillaLight.coloredLights();
|
||||
var eye=m.getCameraEntity().getEyePosition();
|
||||
var collect=new DynamicLightField.Collector(config.dropClusterSize);
|
||||
double distance=config.range*config.range;
|
||||
@@ -66,23 +77,26 @@ public final class DynamicLightClient {
|
||||
if(entity.isRemoved() || entity.distanceToSqr(eye)>distance)continue;
|
||||
boolean drop=entity instanceof ItemEntity;
|
||||
int light=entity.isOnFire()?15:0;
|
||||
var mix=new ColorMix();if(light>0)mix.add(light,0xFFAB55);
|
||||
double y=entity.getY()+entity.getBbHeight()*.5;
|
||||
if(entity instanceof ItemEntity item)light=Math.max(light,emission(item.getItem()));
|
||||
if(entity instanceof ItemEntity item){int emitted=emission(item.getItem());light=Math.max(light,emitted);if(emitted>0&&tinted)mix.add(emitted,colors.color(item.getItem()));}
|
||||
else if(entity instanceof LivingEntity living) {
|
||||
if(living instanceof Player p && p.isSpectator())continue;
|
||||
light=Math.max(light,Math.max(emission(living.getMainHandItem()),emission(living.getOffhandItem())));
|
||||
light=Math.max(light,emission(living.getItemBySlot(EquipmentSlot.HEAD)));
|
||||
light=Math.max(light,emission(HeadCosmeticService.appearance(living)));
|
||||
for(var stack:new ItemStack[]{living.getMainHandItem(),living.getOffhandItem(),living.getItemBySlot(EquipmentSlot.HEAD),HeadCosmeticService.appearance(living)}){
|
||||
int emitted=emission(stack);light=Math.max(light,emitted);if(emitted>0&&tinted)mix.add(emitted,colors.color(stack));
|
||||
}
|
||||
y=entity.getEyeY();
|
||||
}
|
||||
if(light>0)collect.add(entity.getId(),drop,entity.getX(),y,entity.getZ(),light);
|
||||
if(light>0)collect.add(entity.getId(),drop,entity.getX(),y,entity.getZ(),light,tinted?mix.result():0xFFFFFF);
|
||||
}
|
||||
sources=collect.finish(config.maxSources,eye.x,eye.y,eye.z,m.player==null?-1:m.player.getId());
|
||||
}
|
||||
if(field.update(sources))view=new View(m.level,field.snapshot());
|
||||
}
|
||||
// Native renderer marks only resident sections; it neither loads chunks nor rebuilds the whole world.
|
||||
field.drain(config.sectionUpdatesPerTick,key->m.levelExtractor.setSectionDirty(
|
||||
DynamicLightField.sectionX(key),DynamicLightField.sectionY(key),DynamicLightField.sectionZ(key)));
|
||||
invalidatingSections=true;
|
||||
try{field.drain(config.sectionUpdatesPerTick,key->m.levelExtractor.setSectionDirty(
|
||||
DynamicLightField.sectionX(key),DynamicLightField.sectionY(key),DynamicLightField.sectionZ(key)));}
|
||||
finally{invalidatingSections=false;}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -42,16 +42,18 @@ public final class Bloom {
|
||||
var builder=RenderPipeline.builder().withLocation(id("pipeline/"+name)).withVertexShader("core/screenquad").withFragmentShader(id("core/"+name)).withBindGroupLayout(layout.build());
|
||||
if(scene)builder.withBindGroupLayout(SCENE);
|
||||
return RenderPipelines.register(builder.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.ofNullable(blend),name.equals("bloom_blur")||name.equals("bloom_downsample")?GpuFormat.RGBA16_FLOAT:GpuFormat.RGBA8_UNORM,blend==null?ColorTargetState.WRITE_ALL:ColorTargetState.WRITE_COLOR)).withDepthStencilState(Optional.empty()).build());
|
||||
.withColorTargetState(new ColorTargetState(Optional.ofNullable(blend),name.equals("bloom_blur")||name.equals("bloom_downsample")||name.equals("lens_flare_source")?GpuFormat.RGBA16_FLOAT:GpuFormat.RGBA8_UNORM,blend==null?ColorTargetState.WRITE_ALL:ColorTargetState.WRITE_COLOR)).withDepthStencilState(Optional.empty()).build());
|
||||
}
|
||||
private static final RenderPipeline SKY=screen("bloom_sky",null,true,false);
|
||||
private static final RenderPipeline DOWNSAMPLE=screen("bloom_downsample",null,false,false);
|
||||
private static final RenderPipeline BLUR=screen("bloom_blur",null,false,true);
|
||||
private static final RenderPipeline CORE=screen("bloom_core",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_ALPHA,BlendFactor.ZERO,BlendFactor.ONE),false,false);
|
||||
private static final RenderPipeline APPLY=screen("bloom_apply",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE),true,false);
|
||||
private static final RenderPipeline FLARE_SOURCE=screen("lens_flare_source",null,true,false);
|
||||
private static final RenderPipeline FLARE=screen("lens_flare",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE),true,false);
|
||||
private static final BloomTerrain TERRAIN=new BloomTerrain();
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
private static TextureTarget emission,small,ping;
|
||||
private static TextureTarget emission,small,ping,flareSource;
|
||||
private static MappableRingBuffer scene,horizontal,vertical;
|
||||
private static int frames;
|
||||
private static boolean applied;
|
||||
@@ -61,49 +63,82 @@ public final class Bloom {
|
||||
public static void dirtyChunk(int x,int z){TERRAIN.dirtyChunk(x,z);}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.bloom()||VanillaLight.bloomIntensity()==0||mc.level==null){release();return;}
|
||||
boolean halo=VanillaLight.bloom()&&VanillaLight.bloomIntensity()>0;
|
||||
boolean flare=VanillaLight.lensFlare()&&VanillaLight.lensFlareIntensity()>0;
|
||||
boolean cores=VanillaLight.oreEmission()&&VanillaLight.oreIntensity()>0;
|
||||
if(!VanillaLight.active()||(!halo&&!cores&&!flare)||mc.level==null){release();return;}
|
||||
if(PanoramaCapture.rendering())return;
|
||||
var state=mc.gameRenderer.gameRenderState().levelRenderState;var camera=state.cameraRenderState;
|
||||
if(camera.fogType!=FogType.NONE)return;
|
||||
var main=mc.gameRenderer.mainRenderTarget();
|
||||
if(emission==null||emission.width!=main.width||emission.height!=main.height){
|
||||
targetsClose();emission=target("emission",main.width,main.height);small=target("bloom low",Math.max(1,main.width/8),Math.max(1,main.height/8));ping=target("bloom ping",small.width,small.height);
|
||||
targetsClose();emission=target("emission",main.width,main.height);
|
||||
}
|
||||
if(scene==null){scene=uniforms("bloom scene",144);horizontal=uniforms("bloom horizontal",16);vertical=uniforms("bloom vertical",16);}
|
||||
var entries=TERRAIN.update();var atlas=TERRAIN.materials.atlas();
|
||||
if(scene==null)scene=uniforms("bloom scene",192);
|
||||
if(halo){
|
||||
if(small==null){small=target("bloom low",Math.max(1,main.width/8),Math.max(1,main.height/8));ping=target("bloom ping",small.width,small.height);}
|
||||
if(horizontal==null){horizontal=uniforms("bloom horizontal",16);vertical=uniforms("bloom vertical",16);}
|
||||
}else haloClose();
|
||||
if(flare){if(flareSource==null)flareSource=target("lens flare sources",2,1);}else flareClose();
|
||||
// A celestial-only flare never needs to scan or mesh terrain emitters.
|
||||
var entries=(halo||cores)?TERRAIN.update():List.<BloomTerrain.Entry>of();
|
||||
if(!halo&&!cores)TERRAIN.close();
|
||||
var atlas=TERRAIN.materials.atlas();
|
||||
var vp=new Matrix4f(projection).mul(camera.viewRotationMatrix);var inverse=new Matrix4f(vp).invert();
|
||||
var sun=PixelShadows.sunDirection(state.skyRenderState.sunAngle);var moon=PixelShadows.sunDirection(state.skyRenderState.moonAngle);
|
||||
float celestial=state.skyRenderState.skybox==DimensionType.Skybox.OVERWORLD?state.skyRenderState.rainBrightness:0;
|
||||
var flareSun=projectFlare(vp,sun,celestial);
|
||||
var flareMoon=projectFlare(vp,moon,celestial*.35f);
|
||||
var fog=camera.fogData;scene.rotate();
|
||||
try(var mapped=scene.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(inverse)
|
||||
.putVec4(VanillaLight.oreEmission()?VanillaLight.oreIntensity()/100f:0,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,VanillaLight.bloomIntensity()/50f,0)
|
||||
.putVec4(sun.x,sun.y,sun.z,celestial).putVec4(moon.x,moon.y,moon.z,celestial*.35f)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,0,0,0);
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,0,0,0)
|
||||
.putVec4(flareSun).putVec4(flareMoon).putVec4(flare?VanillaLight.lensFlareIntensity()/100f:0,(float)main.width/main.height,0,0);
|
||||
}
|
||||
if(halo){
|
||||
float radius=.25f+VanillaLight.bloomRadius()*.0075f;
|
||||
horizontal.rotate();try(var mapped=horizontal.currentBuffer().map(false,true)){Std140Builder.intoBuffer(mapped.data()).putVec4(radius/small.width,0,0,0);}
|
||||
vertical.rotate();try(var mapped=vertical.currentBuffer().map(false,true)){Std140Builder.intoBuffer(mapped.data()).putVec4(0,radius/small.height,0,0);}
|
||||
}
|
||||
float radius=.25f+VanillaLight.bloomRadius()*.0075f;
|
||||
horizontal.rotate();try(var mapped=horizontal.currentBuffer().map(false,true)){Std140Builder.intoBuffer(mapped.data()).putVec4(radius/small.width,0,0,0);}
|
||||
vertical.rotate();try(var mapped=vertical.currentBuffer().map(false,true)){Std140Builder.intoBuffer(mapped.data()).putVec4(0,radius/small.height,0,0);}
|
||||
// Gather transforms before opening any pass (the native dynamic ring may resize).
|
||||
var transforms=new ArrayList<GpuBufferSlice>(entries.size());int max=0;
|
||||
for(var entry:entries){var pos=entry.origin();var offset=new Vector3f((float)(pos.getX()-camera.pos.x),(float)(pos.getY()-camera.pos.y),(float)(pos.getZ()-camera.pos.z));
|
||||
transforms.add(RenderSystem.getDynamicUniforms().writeTransform(new Matrix4f(vp).translate(offset),new Vector4f(1,1,1,1),offset,new Matrix4f()));max=Math.max(max,entry.indices());}
|
||||
var indices=RenderSystem.getSequentialBuffer(PrimitiveTopology.QUADS);indices.requestIndexCount(max);
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
screen(SKY,emission.getColorTextureView(),main.getColorTextureView(),true,null);
|
||||
if(halo||flare)screen(SKY,emission.getColorTextureView(),main.getColorTextureView(),true,null);
|
||||
else try(var clear=RenderSystem.getDevice().createCommandEncoder().createRenderPass(()->"Sanctuary clear emission",emission.getColorTextureView(),Optional.of(new Vector4f(0,0,0,0)))){ }
|
||||
|
||||
// Reduce the celestial-only mask before drawing any torch, ore or other terrain emitter.
|
||||
if(flare)screen(FLARE_SOURCE,flareSource.getColorTextureView(),emission.getColorTextureView(),true,null);
|
||||
if(atlas!=null&&!entries.isEmpty())try(var pass=RenderSystem.getDevice().createCommandEncoder().createRenderPass(()->"Sanctuary visible emitters",emission.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(EMITTERS));pass.setUniform("BloomScene",scene.currentBuffer());pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);
|
||||
pass.setUniform("BlockAtlas",mc.getTextureManager().getTexture(TextureAtlas.LOCATION_BLOCKS).getTextureView(),nearest);pass.setUniform("EmissionMasks",atlas.getTextureView(),nearest);
|
||||
pass.setIndexBuffer(indices.getBuffer(),indices.type());
|
||||
for(int i=0;i<entries.size();i++){var entry=entries.get(i);pass.setUniform("DynamicTransforms",transforms.get(i));pass.setVertexBuffer(0,entry.vertices().slice());pass.drawIndexed(entry.indices(),1,0,0,0);}
|
||||
}
|
||||
screen(DOWNSAMPLE,small.getColorTextureView(),emission.getColorTextureView(),false,null);
|
||||
screen(BLUR,ping.getColorTextureView(),small.getColorTextureView(),false,horizontal);
|
||||
screen(BLUR,small.getColorTextureView(),ping.getColorTextureView(),false,vertical);
|
||||
screen(CORE,main.getColorTextureView(),emission.getColorTextureView(),false,null);
|
||||
screen(APPLY,main.getColorTextureView(),small.getColorTextureView(),true,null);
|
||||
if(halo){
|
||||
screen(DOWNSAMPLE,small.getColorTextureView(),emission.getColorTextureView(),false,null);
|
||||
screen(BLUR,ping.getColorTextureView(),small.getColorTextureView(),false,horizontal);
|
||||
screen(BLUR,small.getColorTextureView(),ping.getColorTextureView(),false,vertical);
|
||||
}
|
||||
if(cores)screen(CORE,main.getColorTextureView(),emission.getColorTextureView(),false,null);
|
||||
if(halo)screen(APPLY,main.getColorTextureView(),small.getColorTextureView(),true,null);
|
||||
if(flare)screen(FLARE,main.getColorTextureView(),flareSource.getColorTextureView(),true,null);
|
||||
applied=true;frames++;
|
||||
}
|
||||
private static Vector4f projectFlare(Matrix4f vp,Vector3f direction,float strength){
|
||||
var clip=vp.transform(new Vector4f(direction,0));
|
||||
if(clip.w<=.05f||direction.y<=0||strength<=0)return new Vector4f(0,0,0,0);
|
||||
float x=clip.x/clip.w*.5f+.5f,y=clip.y/clip.w*.5f+.5f;
|
||||
// Actual sprite light is measured on GPU. This is only its projected sampling region.
|
||||
float radius=Math.min(.3f,Math.abs(projection.m11())*.08f/clip.w);
|
||||
float horizon=Math.clamp(direction.y/.08f,0,1);
|
||||
return new Vector4f(x,y,radius,strength*horizon*horizon*(3-2*horizon));
|
||||
}
|
||||
private static void flareClose(){if(flareSource!=null){flareSource.destroyBuffers();flareSource=null;}}
|
||||
private static void screen(RenderPipeline pipeline,GpuTextureView output,GpuTextureView input,boolean useScene,MappableRingBuffer blur){
|
||||
try(var pass=RenderSystem.getDevice().createCommandEncoder().createRenderPass(()->"Sanctuary bloom",output,Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(pipeline));pass.setUniform("InputTexture",input,RenderSystem.getSamplerCache().getClampToEdge(pipeline==CORE||pipeline==SKY?FilterMode.NEAREST:FilterMode.LINEAR));
|
||||
@@ -113,8 +148,15 @@ public final class Bloom {
|
||||
}
|
||||
private static TextureTarget target(String name,int w,int h){return new TextureTarget("Sanctuary "+name,w,h,name.equals("emission")?GpuFormat.RGBA8_UNORM:GpuFormat.RGBA16_FLOAT,null);}
|
||||
private static MappableRingBuffer uniforms(String name,int size){return new MappableRingBuffer(()->"Sanctuary "+name,GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,size);}
|
||||
private static void targetsClose(){if(emission!=null){emission.destroyBuffers();small.destroyBuffers();ping.destroyBuffers();emission=small=ping=null;}}
|
||||
public static void release(){TERRAIN.close();targetsClose();if(scene!=null){scene.close();horizontal.close();vertical.close();scene=horizontal=vertical=null;}applied=false;}
|
||||
private static void haloClose(){
|
||||
if(small!=null){small.destroyBuffers();ping.destroyBuffers();small=ping=null;}
|
||||
if(horizontal!=null){horizontal.close();vertical.close();horizontal=vertical=null;}
|
||||
}
|
||||
private static void targetsClose(){haloClose();flareClose();if(emission!=null){emission.destroyBuffers();emission=null;}}
|
||||
public static void release(){TERRAIN.close();targetsClose();if(scene!=null){scene.close();scene=null;}applied=false;}
|
||||
static TextureTarget flareTarget(){return flareSource;}
|
||||
static boolean flareAllocated(){return flareSource!=null;}
|
||||
static boolean haloAllocated(){return small!=null||horizontal!=null;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return emission!=null;}
|
||||
static boolean ready(){return TERRAIN.settled();}
|
||||
|
||||
+37
@@ -0,0 +1,37 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import fr.koka.sanctuary.client.DynamicLightClient;
|
||||
import fr.koka.sanctuary.lighting.DynamicLightField;
|
||||
import java.util.*;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.world.phys.Vec3;
|
||||
|
||||
/** Same bounded sources as native dynamic lighting, with visual interpolation only. */
|
||||
final class ColoredDynamicLights {
|
||||
static final int LIMIT=128;
|
||||
static final class Light {
|
||||
double x,y,z,r,g,b,visibility;int level;boolean seen;
|
||||
Light(DynamicLightField.Source s){x=s.x();y=s.y();z=s.z();level=s.light();r=(s.color()>>16&255)/255.;g=(s.color()>>8&255)/255.;b=(s.color()&255)/255.;}
|
||||
}
|
||||
private final Map<DynamicLightField.Id,Light> lights=new HashMap<>();
|
||||
private long last;
|
||||
List<Light> update(Vec3 camera){
|
||||
long now=System.nanoTime();double dt=last==0?0:Math.min(.1,(now-last)/1e9);last=now;
|
||||
double ease=1-Math.exp(-dt*14),fade=dt/.3;
|
||||
lights.values().forEach(l->l.seen=false);
|
||||
var mc=Minecraft.getInstance();
|
||||
for(var s:DynamicLightClient.snapshot(mc.level).sources()){
|
||||
Light l=lights.computeIfAbsent(s.id(),id->new Light(s));l.seen=true;l.level=s.light();
|
||||
boolean own=!s.id().drop()&&mc.player!=null&&s.id().value()==mc.player.getId()
|
||||
&&mc.getCameraEntity()==mc.player&&mc.options.getCameraType().isFirstPerson();
|
||||
double x=own?camera.x:s.x(),y=own?camera.y:s.y(),z=own?camera.z:s.z();
|
||||
double step=own?1:ease;l.x+=(x-l.x)*step;l.y+=(y-l.y)*step;l.z+=(z-l.z)*step;
|
||||
l.r+=((s.color()>>16&255)/255.-l.r)*ease;l.g+=((s.color()>>8&255)/255.-l.g)*ease;l.b+=((s.color()&255)/255.-l.b)*ease;
|
||||
}
|
||||
for(var it=lights.values().iterator();it.hasNext();){var l=it.next();l.visibility=Math.clamp(l.visibility+(l.seen?fade:-fade),0,1);if(!l.seen&&l.visibility<=0)it.remove();}
|
||||
return lights.values().stream().filter(l->camera.distanceToSqr(l.x,l.y,l.z)<Math.pow(VanillaLight.coloredLightDistance()+l.level,2))
|
||||
.sorted(Comparator.comparingDouble(l->camera.distanceToSqr(l.x,l.y,l.z))).limit(LIMIT).toList();
|
||||
}
|
||||
Vec3 position(long entity){var l=lights.get(new DynamicLightField.Id(false,entity));return l==null?null:new Vec3(l.x,l.y,l.z);}
|
||||
void clear(){lights.clear();last=0;}
|
||||
}
|
||||
+73
@@ -0,0 +1,73 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import java.util.*;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.core.Direction;
|
||||
import net.minecraft.core.registries.BuiltInRegistries;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import net.minecraft.util.RandomSource;
|
||||
import net.minecraft.world.level.block.state.BlockState;
|
||||
import net.minecraft.client.renderer.block.dispatch.BlockStateModelPart;
|
||||
|
||||
/** Colours are analysed once per state/resource reload, never from rendered GPU pixels. */
|
||||
public final class ColoredLightMaterials {
|
||||
private final Map<BlockState,Integer> colors=new IdentityHashMap<>();
|
||||
private final Map<Identifier,Integer> sprites=new HashMap<>();
|
||||
private boolean warm;
|
||||
public int color(BlockState state){if(warm!=VanillaLight.warmTorches()){warm=VanillaLight.warmTorches();clear();}return colors.computeIfAbsent(state,this::analyse);}
|
||||
public int color(net.minecraft.world.item.ItemStack stack){
|
||||
var state=fr.koka.sanctuary.cosmetics.HeadCosmeticData.state(stack);
|
||||
if(state!=null)return color(state);
|
||||
var item=stack.getItem();
|
||||
if(item==net.minecraft.world.item.Items.LAVA_BUCKET)return 0xFF6020;
|
||||
if(item==net.minecraft.world.item.Items.BLAZE_ROD||item==net.minecraft.world.item.Items.BLAZE_POWDER)return 0xFFAB55;
|
||||
if(item==net.minecraft.world.item.Items.GLOWSTONE_DUST)return color(net.minecraft.world.level.block.Blocks.GLOWSTONE.defaultBlockState());
|
||||
if(item==net.minecraft.world.item.Items.GLOW_BERRIES)return 0xFFBD52;
|
||||
if(item==net.minecraft.world.item.Items.GLOW_INK_SAC||item==net.minecraft.world.item.Items.GLOW_ITEM_FRAME)return 0x66EADD;
|
||||
return 0xFFFFFF;
|
||||
}
|
||||
private int analyse(BlockState state){
|
||||
var id=BuiltInRegistries.BLOCK.getKey(state.getBlock());String name=id.getPath();
|
||||
if(id.getNamespace().equals("minecraft")){
|
||||
if(name.contains("copper"))return 0x62FFA0;
|
||||
if(name.startsWith("soul_"))return 0x55BDFF;
|
||||
if(name.contains("redstone"))return 0xFF0602;
|
||||
if(name.equals("torch")||name.equals("wall_torch"))return VanillaLight.warmTorches()?0xFFAB55:0xFFFFFF;
|
||||
if(name.equals("lava"))return 0xFF6020;
|
||||
if(name.equals("pearlescent_froglight"))return 0xFFC0EC;
|
||||
if(name.equals("verdant_froglight"))return 0xB4FF82;
|
||||
if(name.equals("ochre_froglight"))return 0xFFCD72;
|
||||
if(name.contains("torch")||name.equals("lantern")||name.equals("fire")||name.equals("campfire")||name.equals("lava"))return 0xFFAB55;
|
||||
}
|
||||
var parts=new ArrayList<BlockStateModelPart>();
|
||||
Minecraft.getInstance().getModelManager().getBlockStateModelSet().get(state).collectParts(RandomSource.create(0),parts);
|
||||
var used=new HashSet<Identifier>();long r=0,g=0,b=0;int count=0;
|
||||
for(var part:parts)for(int f=0;f<7;f++)for(var quad:part.getQuads(f==6?null:Direction.values()[f])){
|
||||
var sprite=quad.materialInfo().sprite().contents().name();if(!used.add(sprite))continue;
|
||||
int color=sprites.computeIfAbsent(sprite,this::sample);if(color<0)continue;
|
||||
r+=color>>16&255;g+=color>>8&255;b+=color&255;count++;
|
||||
}
|
||||
if(count==0)return 0xFFFFFF;
|
||||
return normalize((float)r/count,(float)g/count,(float)b/count);
|
||||
}
|
||||
private int sample(Identifier id){
|
||||
try(var image=BloomMaterials.read(id)){
|
||||
double r=0,g=0,b=0,weight=0;
|
||||
// First animation frame; bounded sampling also covers high-resolution packs.
|
||||
int w=image.getWidth(),h=Math.min(w,image.getHeight()),step=Math.max(1,Math.max(w,h)/32);
|
||||
for(int y=0;y<h;y+=step)for(int x=0;x<w;x+=step){
|
||||
int c=image.getPixel(x,y);if((c>>>24)<128)continue;
|
||||
int cr=c>>16&255,cg=c>>8&255,cb=c&255,max=Math.max(cr,Math.max(cg,cb)),min=Math.min(cr,Math.min(cg,cb));
|
||||
double k=Math.max(0,(max-96)/159.0);k*=k*(.2+(max-min)/255.0);
|
||||
r+=cr*k;g+=cg*k;b+=cb*k;weight+=k;
|
||||
}
|
||||
return weight<.001?-1:normalize((float)(r/weight),(float)(g/weight),(float)(b/weight));
|
||||
}catch(java.io.IOException e){return -1;}
|
||||
}
|
||||
private static int normalize(float r,float g,float b){
|
||||
float max=Math.max(1,Math.max(r,Math.max(g,b)));
|
||||
return Math.round(r/max*255)<<16|Math.round(g/max*255)<<8|Math.round(b/max*255);
|
||||
}
|
||||
public void clear(){colors.clear();sprites.clear();}
|
||||
int cachedStates(){return colors.size();}
|
||||
}
|
||||
@@ -0,0 +1,134 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.platform.NativeImage;
|
||||
import it.unimi.dsi.fastutil.ints.IntArrayFIFOQueue;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.multiplayer.ClientLevel;
|
||||
import net.minecraft.client.renderer.texture.DynamicTexture;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.core.Direction;
|
||||
import net.minecraft.world.level.LightLayer;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.world.level.block.state.BlockState;
|
||||
import net.minecraft.world.level.chunk.LevelChunk;
|
||||
import net.minecraft.world.level.chunk.status.ChunkStatus;
|
||||
|
||||
/** Client-only RGB propagation. Snapshot, flood and packing share a bounded per-frame work budget. */
|
||||
final class ColoredLightVolume implements AutoCloseable {
|
||||
static int sideFor(int distance){return (distance+20)*2;}
|
||||
static int columns(int side){return (int)Math.ceil(Math.sqrt(side));}
|
||||
private static final Direction[] DIRECTIONS=Direction.values();
|
||||
private final ColoredLightMaterials materials=new ColoredLightMaterials();
|
||||
private ClientLevel level;
|
||||
private Object models;
|
||||
private Build build;
|
||||
private DynamicTexture texture,previous;
|
||||
private BlockPos previousOrigin;
|
||||
private int side,previousSide;
|
||||
private long transitionStarted;
|
||||
float blend(){return Math.clamp((System.nanoTime()-transitionStarted)/300_000_000f,0,1);}
|
||||
DynamicTexture previous(){return previous;}
|
||||
BlockPos previousOrigin(){return previousOrigin;}
|
||||
int previousSide(){return previousSide;}
|
||||
int side(){return side;}
|
||||
private BlockPos origin;
|
||||
private long revision,published=-1,lastStart;
|
||||
private int completed;
|
||||
private boolean warm;
|
||||
void update(){
|
||||
var mc=Minecraft.getInstance();var modelSet=mc.getModelManager().getBlockStateModelSet();
|
||||
if(level!=mc.level||models!=modelSet){close();level=mc.level;models=modelSet;}
|
||||
if(warm!=VanillaLight.warmTorches()){warm=VanillaLight.warmTorches();materials.clear();revision++;if(build!=null){build.close();build=null;}}
|
||||
var p=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.pos;
|
||||
int wantedSide=sideFor(VanillaLight.coloredLightDistance());
|
||||
var wanted=new BlockPos(anchor(p.x,wantedSide),anchor(p.y,wantedSide),anchor(p.z,wantedSide));
|
||||
long now=System.nanoTime();
|
||||
if(previous!=null&&blend()>=1){previous.close();previous=null;previousOrigin=null;}
|
||||
// Complete a snapshot even if the world keeps changing, then catch up; moving
|
||||
// beyond it cancels immediately. Static worlds do no further scanning or flooding.
|
||||
if(build!=null&&(build.side!=wantedSide||!inside(build.origin,BlockPos.containing(p),build.side))){build.close();build=null;}
|
||||
if(build==null&&previous==null&&(texture==null||side!=wantedSide||!wanted.equals(origin)||published!=revision)&&now-lastStart>=100_000_000L){
|
||||
build=new Build(level,wanted,wantedSide,revision,materials);lastStart=now;
|
||||
}
|
||||
if(build!=null&&build.advance(now+2_000_000L)){
|
||||
previous=texture;previousOrigin=origin;previousSide=side;
|
||||
texture=new DynamicTexture(()->"Sanctuary coloured light volume",build.takeImage());
|
||||
side=build.side;transitionStarted=System.nanoTime();
|
||||
origin=build.origin;published=build.revision;build.close();build=null;completed++;
|
||||
}
|
||||
}
|
||||
private static int anchor(double p,int side){return Math.floorDiv((int)Math.floor(p),4)*4-side/2;}
|
||||
private static boolean inside(BlockPos base,BlockPos p,int side){return p.getX()>=base.getX()&&p.getX()<base.getX()+side&&p.getY()>=base.getY()&&p.getY()<base.getY()+side&&p.getZ()>=base.getZ()&&p.getZ()<base.getZ()+side;}
|
||||
void dirty(BlockPos p){if(origin!=null&&inside(origin,p,side)||build!=null&&inside(build.origin,p,build.side))revision++;}
|
||||
void dirtyChunk(int x,int z){if(overlaps(origin,x,z,side)||build!=null&&overlaps(build.origin,x,z,build.side))revision++;}
|
||||
void dirtySection(int x,int y,int z){if(overlapsSection(origin,x,y,z,side)||build!=null&&overlapsSection(build.origin,x,y,z,build.side))revision++;}
|
||||
private static boolean overlapsSection(BlockPos o,int x,int y,int z,int side){return overlaps(o,x,z,side)&&y>=(o.getY()>>4)&&y<=((o.getY()+side-1)>>4);}
|
||||
private static boolean overlaps(BlockPos o,int x,int z,int side){return o!=null&&x>=(o.getX()>>4)&&x<=((o.getX()+side-1)>>4)&&z>=(o.getZ()>>4)&&z<=((o.getZ()+side-1)>>4);}
|
||||
DynamicTexture texture(){return texture;}
|
||||
BlockPos origin(){return origin;}
|
||||
boolean settled(){return texture!=null&&build==null&&revision==published&&blend()>=1;}
|
||||
int completed(){return completed;}
|
||||
int cachedStates(){return materials.cachedStates();}
|
||||
int sample(BlockPos p){if(texture==null||!inside(origin,p,side))return 0;int x=p.getX()-origin.getX(),y=p.getY()-origin.getY(),z=p.getZ()-origin.getZ(),cols=columns(side);return texture.getPixels().getPixel(x+(y%cols)*side,z+(y/cols)*side);}
|
||||
public void close(){if(build!=null){build.close();build=null;}if(texture!=null){texture.close();texture=null;}if(previous!=null){previous.close();previous=null;}materials.clear();level=null;models=null;origin=null;previousOrigin=null;side=previousSide=0;published=-1;revision=0;lastStart=0;}
|
||||
|
||||
private static final class Build implements AutoCloseable {
|
||||
final int side,count,cols,chunkSide;
|
||||
final ClientLevel level;final BlockPos origin;final long revision;final ColoredLightMaterials materials;
|
||||
final BlockState[] states;
|
||||
final byte[] red,green,blue,sky;
|
||||
final boolean[] queued;final IntArrayFIFOQueue queue=new IntArrayFIFOQueue();
|
||||
final LevelChunk[] chunks;final int cx,cz;
|
||||
final BlockPos.MutableBlockPos pos=new BlockPos.MutableBlockPos();
|
||||
NativeImage image;int scan,packed;
|
||||
Build(ClientLevel level,BlockPos origin,int side,long revision,ColoredLightMaterials materials){
|
||||
this.side=side;count=side*side*side;cols=columns(side);chunkSide=(side+15)/16+1;
|
||||
states=new BlockState[count];red=new byte[count];green=new byte[count];blue=new byte[count];sky=new byte[count];queued=new boolean[count];chunks=new LevelChunk[chunkSide*chunkSide];
|
||||
image=new NativeImage(cols*side,((side+cols-1)/cols)*side,false);
|
||||
this.level=level;this.origin=origin;this.revision=revision;this.materials=materials;
|
||||
cx=origin.getX()>>4;cz=origin.getZ()>>4;
|
||||
for(int z=0;z<chunkSide;z++)for(int x=0;x<chunkSide;x++)chunks[x+z*chunkSide]=level.getChunkSource().getChunk(cx+x,cz+z,ChunkStatus.FULL,false);
|
||||
}
|
||||
boolean advance(long deadline){
|
||||
while(scan<count){scan(scan++);if((scan&127)==0&&System.nanoTime()>=deadline)return false;}
|
||||
int work=0;
|
||||
while(!queue.isEmpty()){
|
||||
int i=queue.dequeueInt();queued[i]=false;spread(i);
|
||||
if((++work&127)==0&&System.nanoTime()>=deadline)return false;
|
||||
}
|
||||
while(packed<count){
|
||||
int i=packed++,x=i%side,z=i/side%side,y=i/(side*side);
|
||||
image.setPixel(x+(y%cols)*side,z+(y/cols)*side,(sky[i]&255)<<24|(red[i]&255)<<16|(green[i]&255)<<8|(blue[i]&255));
|
||||
if((packed&511)==0&&System.nanoTime()>=deadline)return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void scan(int i){
|
||||
int x=origin.getX()+(i%side),z=origin.getZ()+(i/side%side),y=origin.getY()+(i/(side*side));pos.set(x,y,z);
|
||||
var chunk=chunks[((x>>4)-cx)+((z>>4)-cz)*chunkSide];
|
||||
var state=chunk==null||level.isOutsideBuildHeight(y)?Blocks.BEDROCK.defaultBlockState():chunk.getBlockState(pos);states[i]=state;
|
||||
if(chunk!=null&&!level.isOutsideBuildHeight(y))sky[i]=(byte)(level.getBrightness(LightLayer.SKY,pos)*17);
|
||||
int emission=state.getLightEmission();if(emission<=0)return;
|
||||
int c=materials.color(state);red[i]=(byte)encode(emission,c>>16&255);green[i]=(byte)encode(emission,c>>8&255);blue[i]=(byte)encode(emission,c&255);enqueue(i);
|
||||
}
|
||||
void spread(int i){
|
||||
int r=red[i]&255,g=green[i]&255,b=blue[i]&255;if(Math.max(r,Math.max(g,b))<=136)return;
|
||||
int x=i%side,z=i/side%side,y=i/(side*side);
|
||||
for(var d:DIRECTIONS){
|
||||
int nx=x+d.getStepX(),ny=y+d.getStepY(),nz=z+d.getStepZ();if(nx<0||nx>=side||ny<0||ny>=side||nz<0||nz>=side)continue;
|
||||
int n=nx+nz*side+ny*side*side;
|
||||
if(r-8<=(red[n]&255)&&g-8<=(green[n]&255)&&b-8<=(blue[n]&255))continue;
|
||||
int loss=net.minecraft.world.level.lighting.LightEngine.getLightDampeningInto(states[i],states[n],d,Math.max(1,states[n].getLightDampening()))*8;
|
||||
int nr=Math.max(0,r-loss),ng=Math.max(0,g-loss),nb=Math.max(0,b-loss);if(Math.max(nr,Math.max(ng,nb))<=128)continue;boolean changed=false;
|
||||
if(nr>(red[n]&255)){red[n]=(byte)nr;changed=true;}if(ng>(green[n]&255)){green[n]=(byte)ng;changed=true;}if(nb>(blue[n]&255)){blue[n]=(byte)nb;changed=true;}
|
||||
if(changed)enqueue(n);
|
||||
}
|
||||
}
|
||||
void enqueue(int i){if(!queued[i]){queued[i]=true;queue.enqueue(i);}}
|
||||
NativeImage takeImage(){var result=image;image=null;return result;}
|
||||
public void close(){if(image!=null){image.close();image=null;}}
|
||||
}
|
||||
// An offset preserves dim colour channels below native level zero. The shader
|
||||
// applies the native cutoff to overall energy, never to each channel separately.
|
||||
static int encode(int emission,int channel){return channel==0?0:Math.clamp((int)Math.round((emission+16+Math.log(channel/255.0)/Math.log(1.25))*8),0,248);}
|
||||
}
|
||||
@@ -0,0 +1,102 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.buffers.Std140Builder;
|
||||
import com.mojang.blaze3d.pipeline.TextureTarget;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBuffer;
|
||||
import com.mojang.renderpearl.api.pipeline.*;
|
||||
import com.mojang.renderpearl.api.textures.FilterMode;
|
||||
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
|
||||
import java.util.Optional;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.MappableRingBuffer;
|
||||
import net.minecraft.client.renderer.RenderPipelines;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import net.minecraft.world.level.material.FogType;
|
||||
import org.joml.Matrix4f;
|
||||
|
||||
/** Visual local colour only: native block/sky light and gameplay remain unchanged. */
|
||||
public final class ColoredLights {
|
||||
private static final RenderPipeline APPLY=RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(Identifier.parse("sanctuary:pipeline/colored_lights"))
|
||||
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/colored_lights"))
|
||||
.withBindGroupLayout(BindGroupLayout.builder().withUniform("ColoredLightScene",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("SceneColor",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("LightVolume",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("PreviousVolume",UniformType.COMBINED_IMAGE_SAMPLER).build())
|
||||
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ZERO,BlendFactor.ZERO,BlendFactor.ONE)),GpuFormat.RGBA8_UNORM,ColorTargetState.WRITE_COLOR))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
private static final ColoredLightVolume VOLUME=new ColoredLightVolume();
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
private static TextureTarget source;
|
||||
private static net.minecraft.client.renderer.texture.DynamicTexture black;
|
||||
private static final ColoredDynamicLights DYNAMIC=new ColoredDynamicLights();
|
||||
private static long activated,lastRender;
|
||||
private static float displayedDistance;
|
||||
private static int dynamicCount;
|
||||
private static MappableRingBuffer uniforms;
|
||||
private static boolean applied;
|
||||
private static int frames;
|
||||
private ColoredLights(){}
|
||||
public static void captureProjection(Matrix4f matrix){projection.set(matrix);}
|
||||
public static void dirtyBlock(BlockPos pos){VOLUME.dirty(pos);}
|
||||
public static void dirtyChunk(int x,int z){VOLUME.dirtyChunk(x,z);}
|
||||
public static void dirtySection(int x,int y,int z){if(!fr.koka.sanctuary.client.DynamicLightClient.invalidatingSections())VOLUME.dirtySection(x,y,z);}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.coloredLights()||VanillaLight.coloredLightIntensity()==0||mc.level==null){release();return;}
|
||||
if(PanoramaCapture.rendering())return;
|
||||
var camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
|
||||
if(camera.fogType!=FogType.NONE)return;
|
||||
long now=System.nanoTime();if(activated==0){activated=now;displayedDistance=VanillaLight.coloredLightDistance();}
|
||||
double elapsed=lastRender==0?0:Math.min(.1,(now-lastRender)/1e9);lastRender=now;
|
||||
displayedDistance+=(VanillaLight.coloredLightDistance()-displayedDistance)*(float)(1-Math.exp(-elapsed*10));
|
||||
VOLUME.update();
|
||||
if(black==null){var image=new com.mojang.blaze3d.platform.NativeImage(1,1,false);image.setPixel(0,0,0);black=new net.minecraft.client.renderer.texture.DynamicTexture(()->"Empty coloured light",image);}
|
||||
var lights=DYNAMIC.update(camera.pos);dynamicCount=lights.size();
|
||||
var current=VOLUME.texture()==null?black:VOLUME.texture();
|
||||
var previous=VOLUME.previous()==null?black:VOLUME.previous();
|
||||
var main=mc.gameRenderer.mainRenderTarget();
|
||||
if(source==null||source.width!=main.width||source.height!=main.height){if(source!=null)source.destroyBuffers();source=new TextureTarget("Sanctuary coloured light source",main.width,main.height,GpuFormat.RGBA8_UNORM,null);}
|
||||
if(uniforms==null)uniforms=new MappableRingBuffer(()->"Sanctuary coloured light scene",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,176+ColoredDynamicLights.LIMIT*32);
|
||||
var base=VOLUME.origin()==null?BlockPos.containing(camera.pos):VOLUME.origin();var fog=camera.fogData;
|
||||
var old=VOLUME.previousOrigin()==null?base:VOLUME.previousOrigin();
|
||||
int side=VOLUME.texture()==null?1:VOLUME.side(),oldSide=VOLUME.previous()==null?1:VOLUME.previousSide();
|
||||
uniforms.rotate();try(var mapped=uniforms.currentBuffer().map(false,true)){
|
||||
var data=Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(projection).mul(camera.viewRotationMatrix).invert())
|
||||
.putVec4((float)(camera.pos.x-base.getX()),(float)(camera.pos.y-base.getY()),(float)(camera.pos.z-base.getZ()),VanillaLight.coloredLightIntensity()/100f)
|
||||
.putVec4(RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,Math.clamp((15-mc.level.getSkyDarken())/15f,0,1),fog.color.w,0)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd)
|
||||
.putVec4(displayedDistance,VOLUME.texture()==null?0:VOLUME.blend(),Math.clamp((now-activated)/300_000_000f,0,1),lights.size())
|
||||
.putVec4(side,ColoredLightVolume.columns(side),current.getPixels().getWidth(),current.getPixels().getHeight())
|
||||
.putVec4((float)(camera.pos.x-old.getX()),(float)(camera.pos.y-old.getY()),(float)(camera.pos.z-old.getZ()),VOLUME.previous()==null?0:1)
|
||||
.putVec4(oldSide,ColoredLightVolume.columns(oldSide),previous.getPixels().getWidth(),previous.getPixels().getHeight());
|
||||
for(int i=0;i<ColoredDynamicLights.LIMIT;i++){if(i<lights.size()){var l=lights.get(i);data.putVec4((float)(l.x-camera.pos.x),(float)(l.y-camera.pos.y),(float)(l.z-camera.pos.z),l.level);}else data.putVec4(0,0,0,0);}
|
||||
for(int i=0;i<ColoredDynamicLights.LIMIT;i++){if(i<lights.size()){var l=lights.get(i);data.putVec4((float)l.r,(float)l.g,(float)l.b,(float)l.visibility);}else data.putVec4(0,0,0,0);}
|
||||
}
|
||||
var encoder=RenderSystem.getDevice().createCommandEncoder();
|
||||
encoder.copyTextureToTexture(main.getColorTexture(),source.getColorTexture(),0,0,0,0,0,main.width,main.height);
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary coloured light",main.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("ColoredLightScene",uniforms.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);pass.setUniform("LightVolume",current.getTextureView(),nearest);pass.setUniform("PreviousVolume",previous.getTextureView(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
applied=true;frames++;
|
||||
}
|
||||
public static void release(){VOLUME.close();DYNAMIC.clear();activated=lastRender=0;dynamicCount=0;if(black!=null){black.close();black=null;}if(source!=null){source.destroyBuffers();source=null;}if(uniforms!=null){uniforms.close();uniforms=null;}applied=false;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return source!=null||VOLUME.texture()!=null;}
|
||||
static boolean settled(){return VOLUME.settled();}
|
||||
static int renderedFrames(){return frames;}
|
||||
static int builds(){return VOLUME.completed();}
|
||||
static int sample(BlockPos pos){return VOLUME.sample(pos);}
|
||||
static net.minecraft.world.phys.Vec3 dynamicPosition(long entity){return DYNAMIC.position(entity);}
|
||||
static int dynamicCount(){return dynamicCount;}
|
||||
static float blend(){return VOLUME.blend();}
|
||||
static int volumeSide(){return VOLUME.side();}
|
||||
static int materials(){return VOLUME.cachedStates();}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.platform.NativeImage;
|
||||
import java.util.*;
|
||||
import net.minecraft.client.renderer.texture.DynamicTexture;
|
||||
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
|
||||
import net.minecraft.core.registries.BuiltInRegistries;
|
||||
import net.minecraft.world.level.block.state.BlockState;
|
||||
|
||||
/** One source-texture analysis per cached material. No frame readback and no generated files on disk. */
|
||||
final class PbrMaterials implements AutoCloseable {
|
||||
static final int INNER=16,TILE=20,GRID=64,SIZE=TILE*GRID,MAX_SPRITES=GRID*GRID;
|
||||
record Profile(float roughness,float metal){}
|
||||
record Slot(int x,int y,boolean empty){
|
||||
float u(float f){return (x+2+Math.clamp(f,0,1)*INNER)/SIZE;}
|
||||
float v(float f){return (y+2+Math.clamp(f,0,1)*INNER)/SIZE;}
|
||||
}
|
||||
private final Map<String,Slot> slots=new HashMap<>();
|
||||
private final Map<BlockState,Profile> profiles=new IdentityHashMap<>();
|
||||
private DynamicTexture atlas;private boolean dirty;private int analyses;
|
||||
boolean candidate(BlockState state){return !state.isAir()&&!state.liquid();}
|
||||
Profile profile(BlockState state){return profiles.computeIfAbsent(state,s->profile(BuiltInRegistries.BLOCK.getKey(s.getBlock()).getPath()));}
|
||||
static Profile profile(String name){
|
||||
if(name.equals("iron_block")||name.equals("gold_block")||name.equals("netherite_block")||name.contains("copper")&&!name.contains("ore")&&!name.contains("raw"))
|
||||
return new Profile(name.contains("oxidized")?.65f:.32f,name.contains("oxidized")?.35f:.85f);
|
||||
if(name.contains("polished")||name.contains("glazed")||name.equals("diamond_block")||name.equals("emerald_block")||name.equals("ruby_block")||name.equals("sapphire_block"))return new Profile(.42f,0);
|
||||
if(name.contains("wool")||name.contains("leaves"))return new Profile(.98f,0);
|
||||
if(name.contains("planks")||name.contains("log")||name.contains("wood"))return new Profile(.88f,0);
|
||||
return new Profile(.82f,0);
|
||||
}
|
||||
Slot slot(TextureAtlasSprite sprite,BlockState state){
|
||||
var profile=profile(state);String key=sprite.contents().name()+":"+profile;
|
||||
var existing=slots.get(key);if(existing!=null)return existing;
|
||||
if(slots.size()>=MAX_SPRITES)return new Slot(0,0,true);
|
||||
int i=slots.size(),x=i%GRID*TILE,y=i/GRID*TILE;
|
||||
if(atlas==null){atlas=new DynamicTexture("Sanctuary procedural PBR",SIZE,SIZE,false);atlas.getPixels().fillRect(0,0,SIZE,SIZE,0x008080FF);}
|
||||
boolean empty=false;
|
||||
try(var image=BloomMaterials.read(sprite.contents().name())){
|
||||
int fw=Math.min(image.getWidth(),sprite.contents().width()),fh=Math.min(image.getHeight(),sprite.contents().height());
|
||||
int[] colors=new int[INNER*INNER];
|
||||
for(int py=0;py<INNER;py++)for(int px=0;px<INNER;px++)colors[py*INNER+px]=image.getPixel(px*fw/INNER,py*fh/INNER);
|
||||
int[] pixels=generate(colors,INNER,INNER,profile);analyses++;
|
||||
for(int py=0;py<TILE;py++)for(int px=0;px<TILE;px++)atlas.getPixels().setPixel(x+px,y+py,pixels[Math.clamp(py-2,0,INNER-1)*INNER+Math.clamp(px-2,0,INNER-1)]);
|
||||
}catch(java.io.IOException e){empty=true;fr.koka.sanctuary.SanctuaryMod.LOGGER.warn("Cannot analyse PBR texture {}",sprite.contents().name(),e);}
|
||||
var result=new Slot(x,y,empty);slots.put(key,result);dirty=true;return result;
|
||||
}
|
||||
static int[] generate(int[] colors,int w,int h,Profile profile){
|
||||
int[] result=new int[colors.length];
|
||||
for(int y=0;y<h;y++)for(int x=0;x<w;x++){
|
||||
int center=colors[y*w+x];float base=luma(center);
|
||||
float left=height(colors[y*w+Math.floorMod(x-1,w)],base),right=height(colors[y*w+(x+1)%w],base);
|
||||
float up=height(colors[Math.floorMod(y-1,h)*w+x],base),down=height(colors[(y+1)%h*w+x],base);
|
||||
float nx=Math.clamp((left-right)*2,-.45f,.45f),ny=Math.clamp((up-down)*2,-.45f,.45f);
|
||||
if((center>>>24)<128){nx=ny=0;}
|
||||
int red=Math.round((nx*.5f+.5f)*255),green=Math.round((ny*.5f+.5f)*255);
|
||||
result[y*w+x]=(Math.round(profile.metal*255)<<24)|(red<<16)|(green<<8)|Math.round(profile.roughness*255);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
private static float height(int color,float fallback){return (color>>>24)<128?fallback:luma(color);}
|
||||
private static float luma(int c){return ((c>>16&255)*.2126f+(c>>8&255)*.7152f+(c&255)*.0722f)/255;}
|
||||
DynamicTexture atlas(){if(dirty){atlas.upload();dirty=false;}return atlas;}
|
||||
int count(){return slots.size();}int analyses(){return analyses;}
|
||||
public void close(){if(atlas!=null){atlas.close();atlas=null;}slots.clear();profiles.clear();dirty=false;analyses=0;}
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.blaze3d.vertex.BufferBuilder;
|
||||
import com.mojang.blaze3d.vertex.ByteBufferBuilder;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBuffer;
|
||||
import com.mojang.renderpearl.api.pipeline.PrimitiveTopology;
|
||||
import com.mojang.renderpearl.api.vertex.VertexFormat;
|
||||
import java.util.*;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.model.geom.builders.UVPair;
|
||||
import net.minecraft.client.renderer.block.dispatch.BlockStateModelPart;
|
||||
import net.minecraft.client.renderer.texture.TextureAtlas;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.core.Direction;
|
||||
import net.minecraft.core.SectionPos;
|
||||
import net.minecraft.util.RandomSource;
|
||||
import net.minecraft.world.level.chunk.LevelChunkSection;
|
||||
import net.minecraft.world.level.chunk.status.ChunkStatus;
|
||||
import net.minecraft.world.phys.Vec3;
|
||||
|
||||
/** Nearby native sections, bounded incremental meshing; models and resource UV rotations remain native. */
|
||||
final class PbrTerrain implements AutoCloseable {
|
||||
static final VertexFormat FORMAT=VertexFormat.builder(0).addAttribute("Position",GpuFormat.RGB32_FLOAT)
|
||||
.addAttribute("Color",GpuFormat.RGBA8_UNORM).addAttribute("UV0",GpuFormat.RG32_FLOAT)
|
||||
.addAttribute("UV3",GpuFormat.RG32_FLOAT).build();
|
||||
private static final long MAX_BYTES=24L*1024*1024;
|
||||
private final Map<Long,Section> sections=new HashMap<>();
|
||||
final PbrMaterials materials=new PbrMaterials();
|
||||
private Build building;
|
||||
private long bytes;
|
||||
private Object models,level;
|
||||
private List<Section> visible=List.of();
|
||||
record Entry(BlockPos origin,GpuBuffer vertices,int indices){}
|
||||
List<Entry> update(){
|
||||
var mc=Minecraft.getInstance();var current=mc.getModelManager().getBlockStateModelSet();
|
||||
if(models!=current||level!=mc.level){close();models=current;level=mc.level;}
|
||||
Vec3 camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.pos;
|
||||
long frame=mc.level.getGameTime();var active=new ArrayList<Section>();
|
||||
for(var render:mc.levelRenderer.visibleSections()){
|
||||
long key=render.getSectionNode();var pos=render.getRenderOrigin();
|
||||
if(pos.offset(8,8,8).distToCenterSqr(camera)>48*48)continue;
|
||||
var chunk=mc.level.getChunkSource().getChunk(pos.getX()>>4,pos.getZ()>>4,ChunkStatus.FULL,false);
|
||||
if(chunk==null)continue;
|
||||
var storage=chunk.getSection(mc.level.getSectionIndex(pos.getY()));
|
||||
var section=sections.get(key);
|
||||
if(section==null||section.storage!=storage){if(section!=null)remove(section);section=new Section(key,pos.immutable(),storage);sections.put(key,section);}
|
||||
section.seen=frame;active.add(section);
|
||||
}
|
||||
visible=active;
|
||||
for(var iterator=sections.values().iterator();iterator.hasNext();){var section=iterator.next();if(frame-section.seen>40){remove(section);iterator.remove();}}
|
||||
long deadline=System.nanoTime()+3_000_000L;int started=building==null?0:1;
|
||||
while(System.nanoTime()<deadline){
|
||||
if(building==null){
|
||||
if(started++>=4)break;
|
||||
Section next=active.stream().filter(s->s.dirty).min(Comparator.comparingDouble(s->s.origin.distToCenterSqr(camera))).orElse(null);
|
||||
if(next==null)break;
|
||||
if(!next.storage.maybeHas(materials::candidate)){next.dirty=false;continue;}
|
||||
building=new Build(next);
|
||||
}
|
||||
if(!advance(building,deadline))break;
|
||||
var done=building;building=null;
|
||||
try(done){
|
||||
done.section.dirty=false;
|
||||
if(done.quads>0&&!done.overflow){
|
||||
try(var mesh=done.out.buildOrThrow()){
|
||||
long size=mesh.vertexBuffer().remaining();
|
||||
if(bytes+size<=MAX_BYTES){
|
||||
var buffer=RenderSystem.getDevice().createBuffer(()->"Sanctuary PBR surfaces",GpuBuffer.USAGE_VERTEX|GpuBuffer.USAGE_COPY_DST,mesh.vertexBuffer());
|
||||
int count=mesh.drawState().indexCount();RenderSystem.getSequentialBuffer(PrimitiveTopology.QUADS).getBuffer(count);
|
||||
done.section.entry=new Entry(done.section.origin,buffer,count);bytes+=buffer.size();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return active.stream().map(s->s.entry).filter(Objects::nonNull).toList();
|
||||
}
|
||||
private boolean advance(Build build,long deadline){
|
||||
var mc=Minecraft.getInstance();var models=mc.getModelManager().getBlockStateModelSet();
|
||||
var parts=new ArrayList<BlockStateModelPart>();var random=RandomSource.create();
|
||||
while(build.cursor<4096){
|
||||
int i=build.cursor++,x=i&15,z=i>>4&15,y=i>>8;var state=build.section.storage.getBlockState(x,y,z);
|
||||
if(materials.candidate(state)){
|
||||
var pos=build.section.origin.offset(x,y,z);
|
||||
parts.clear();random.setSeed(state.getSeed(pos));if(!state.liquid())models.get(state).collectParts(random,parts);
|
||||
var tintSources=mc.getBlockColors().getTintSources(state);
|
||||
var offset=state.getOffset(pos);
|
||||
for(var part:parts)for(int f=0;f<7;f++){
|
||||
Direction face=f==6?null:Direction.values()[f];
|
||||
if(face!=null&&mc.level.getBlockState(pos.relative(face)).isSolidRender())continue;
|
||||
for(var quad:part.getQuads(face)){
|
||||
var material=quad.materialInfo();var sprite=material.sprite();
|
||||
if(!sprite.atlasLocation().equals(TextureAtlas.LOCATION_BLOCKS))continue;
|
||||
var slot=materials.slot(sprite,state);
|
||||
if(slot.empty())continue;
|
||||
if(build.quads>=16384){build.overflow=true;return true;}
|
||||
int tint=0xFFFFFF,index=material.tintIndex();
|
||||
if(index>=0&&index<tintSources.size())tint=tintSources.get(index).colorInWorld(state,mc.level,pos)&0xFFFFFF;
|
||||
int sky=mc.level.getBrightness(net.minecraft.world.level.LightLayer.SKY,face==null?pos:pos.relative(face));
|
||||
int color=(Math.round(sky/15f*255)<<24)|tint;
|
||||
for(int v=0;v<4;v++){
|
||||
var p=quad.position(v);float u=UVPair.unpackU(quad.packedUV(v)),tv=UVPair.unpackV(quad.packedUV(v));
|
||||
float localU=(u-sprite.getU0())/(sprite.getU1()-sprite.getU0()),localV=(tv-sprite.getV0())/(sprite.getV1()-sprite.getV0());
|
||||
build.out.addVertex(x+p.x()+(float)offset.x,y+p.y()+(float)offset.y,z+p.z()+(float)offset.z)
|
||||
.setColor(color).setUv(u,tv).setUv3(slot.u(localU),slot.v(localV));
|
||||
}
|
||||
build.quads++;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
if(System.nanoTime()>=deadline)return build.cursor==4096;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
void dirtySection(int x,int y,int z){dirty(sections.get(SectionPos.asLong(x,y,z)));}
|
||||
void dirty(BlockPos pos){for(int x=(pos.getX()-1)>>4;x<=(pos.getX()+1)>>4;x++)for(int y=(pos.getY()-1)>>4;y<=(pos.getY()+1)>>4;y++)for(int z=(pos.getZ()-1)>>4;z<=(pos.getZ()+1)>>4;z++)dirty(sections.get(SectionPos.asLong(x,y,z)));}
|
||||
void dirtyChunk(int x,int z){for(var section:sections.values())if(Math.abs((section.origin.getX()>>4)-x)<=1&&Math.abs((section.origin.getZ()>>4)-z)<=1)dirty(section);}
|
||||
private void dirty(Section section){if(section!=null){remove(section);section.dirty=true;}}
|
||||
private void remove(Section section){if(building!=null&&building.section==section){building.close();building=null;}if(section.entry!=null){bytes-=section.entry.vertices.size();section.entry.vertices.close();section.entry=null;}}
|
||||
boolean settled(){return building==null&&visible.stream().noneMatch(s->s.dirty);}
|
||||
public void close(){if(building!=null){building.close();building=null;}for(var section:sections.values())remove(section);sections.clear();visible=List.of();materials.close();models=level=null;bytes=0;}
|
||||
private static final class Section{
|
||||
final long key;final BlockPos origin;final LevelChunkSection storage;long seen;boolean dirty=true;Entry entry;
|
||||
Section(long key,BlockPos origin,LevelChunkSection storage){this.key=key;this.origin=origin;this.storage=storage;}
|
||||
}
|
||||
private static final class Build implements AutoCloseable{
|
||||
final Section section;final ByteBufferBuilder buffer=new ByteBufferBuilder(65536);final BufferBuilder out=new BufferBuilder(buffer,PrimitiveTopology.QUADS,FORMAT);
|
||||
int cursor,quads;boolean overflow;
|
||||
Build(Section section){this.section=section;}
|
||||
public void close(){buffer.close();}
|
||||
}
|
||||
}
|
||||
@@ -55,7 +55,7 @@ public final class PixelShadows {
|
||||
private static TextureTarget shadowMap;
|
||||
private static MappableRingBuffer uniforms;
|
||||
private static int renderedFrames;
|
||||
private static boolean applied;
|
||||
private static boolean applied, depthReady;
|
||||
|
||||
private PixelShadows() { }
|
||||
public static void register() {
|
||||
@@ -73,8 +73,9 @@ public final class PixelShadows {
|
||||
/** Called after the world's depth is resolved and before the first-person hand and GUI. */
|
||||
public static void render() {
|
||||
applied = false;
|
||||
depthReady = false;
|
||||
var client = Minecraft.getInstance();
|
||||
if (!VanillaLight.active() || !VanillaLight.pixelShadows() || client.level == null) {
|
||||
if (!VanillaLight.active() || (!VanillaLight.pixelShadows() && !(VanillaLight.sunshafts() && VanillaLight.sunshaftIntensity()>0)) || client.level == null) {
|
||||
release();
|
||||
return;
|
||||
}
|
||||
@@ -84,12 +85,16 @@ public final class PixelShadows {
|
||||
CameraRenderState camera = state.cameraRenderState;
|
||||
var sun = sunDirection(sky.sunAngle);
|
||||
boolean lunar = sun.y <= .08f;
|
||||
if (lunar && !VanillaLight.pixelShadows()) { release(); return; }
|
||||
if (lunar) sun = sunDirection(sky.moonAngle);
|
||||
if (sky.skybox != DimensionType.Skybox.OVERWORLD || camera.fogType != FogType.NONE || sun.y <= .08f) return;
|
||||
float moon = sky.moonPhase == null ? 1 : (float)(.5 + .5 * Math.cos(sky.moonPhase.index() * Math.PI / 4));
|
||||
float strength = (lunar ? .10f * moon : .38f)
|
||||
* Math.clamp((sun.y - .08f) / .16f, 0, 1) * sky.rainBrightness;
|
||||
if (strength <= .001f) return;
|
||||
// Rain hides the native solar sprite completely. The atmospheric volume still
|
||||
// needs occluders for its weak scattered daylight; surface shadows stay off.
|
||||
boolean solarVolume=!lunar&&VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()>0;
|
||||
if (strength <= .001f && !solarVolume) return;
|
||||
int distance = VanillaLight.shadowDistance(), pixels = VanillaLight.shadowPixels();
|
||||
TERRAIN.update(client.level, camera.pos, distance, sun);
|
||||
int size = mapSize(distance, pixels);
|
||||
@@ -139,6 +144,8 @@ public final class PixelShadows {
|
||||
pass.drawIndexed(entry.indexCount(), 1, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
depthReady = !lunar;
|
||||
if (!VanillaLight.pixelShadows() || strength <= .001f) { renderedFrames++; return; }
|
||||
var main = client.gameRenderer.mainRenderTarget();
|
||||
var nearest = RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try (var pass = encoder.createRenderPass(() -> "Sanctuary pixel shadows", main.getColorTextureView(), Optional.empty())) {
|
||||
@@ -154,6 +161,8 @@ public final class PixelShadows {
|
||||
}
|
||||
|
||||
static double anchor(double coordinate) { return Math.floor(coordinate / 16.0 + .5) * 16.0; }
|
||||
static com.mojang.renderpearl.api.buffers.GpuBuffer materialUniforms(){return uniforms.currentBuffer();}
|
||||
static com.mojang.renderpearl.api.textures.GpuTextureView materialDepth(){return shadowMap.getDepthTextureView();}
|
||||
static Vector3f sunDirection(float angle) { return new Vector3f(-(float)Math.sin(angle), (float)Math.cos(angle), 0); }
|
||||
static int mapSize(int distance, int pixels) {
|
||||
int size = 512;
|
||||
@@ -166,7 +175,9 @@ public final class PixelShadows {
|
||||
if (shadowMap != null) { shadowMap.destroyBuffers(); shadowMap = null; }
|
||||
if (uniforms != null) { uniforms.close(); uniforms = null; }
|
||||
applied = false;
|
||||
depthReady = false;
|
||||
}
|
||||
static boolean depthReady() { return depthReady; }
|
||||
static int renderedFrames() { return renderedFrames; }
|
||||
static boolean applied() { return applied; }
|
||||
static boolean ready() { return TERRAIN.settled(); }
|
||||
|
||||
@@ -0,0 +1,93 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.buffers.Std140Builder;
|
||||
import com.mojang.blaze3d.pipeline.TextureTarget;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBuffer;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBufferSlice;
|
||||
import com.mojang.renderpearl.api.pipeline.*;
|
||||
import com.mojang.renderpearl.api.textures.FilterMode;
|
||||
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
|
||||
import java.util.*;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.BindGroupLayouts;
|
||||
import net.minecraft.client.renderer.MappableRingBuffer;
|
||||
import net.minecraft.client.renderer.RenderPipelines;
|
||||
import net.minecraft.client.renderer.texture.TextureAtlas;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import net.minecraft.world.level.dimension.DimensionType;
|
||||
import net.minecraft.world.level.material.FogType;
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
import org.joml.Vector4f;
|
||||
|
||||
/** Optional local material pass: cached texture normals, GGX highlights and diffuse relief. */
|
||||
public final class ProceduralPbr {
|
||||
private static final BindGroupLayout SCENE=BindGroupLayout.builder().withUniform("PbrScene",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("PixelShadows",UniformType.UNIFORM_BUFFER).withUniform("SunDepth",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("SceneColor",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("BlockAtlas",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("MaterialAtlas",UniformType.COMBINED_IMAGE_SAMPLER).build();
|
||||
private static final RenderPipeline PIPELINE=RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(Identifier.parse("sanctuary:pipeline/pbr")).withVertexShader(Identifier.parse("sanctuary:core/pbr"))
|
||||
.withFragmentShader(Identifier.parse("sanctuary:core/pbr")).withBindGroupLayout(BindGroupLayouts.DYNAMIC_TRANSFORMS).withBindGroupLayout(SCENE)
|
||||
.withVertexBinding(0,PbrTerrain.FORMAT).withPrimitiveTopology(PrimitiveTopology.QUADS).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.empty(),GpuFormat.RGBA8_UNORM,ColorTargetState.WRITE_COLOR))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
private static final PbrTerrain TERRAIN=new PbrTerrain();
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
private static TextureTarget source;
|
||||
private static MappableRingBuffer scene;
|
||||
private static boolean applied;private static int frames;
|
||||
private ProceduralPbr(){}
|
||||
public static void captureProjection(Matrix4f matrix){projection.set(matrix);}
|
||||
public static void dirtyBlock(BlockPos pos){TERRAIN.dirty(pos);}
|
||||
public static void dirtyChunk(int x,int z){TERRAIN.dirtyChunk(x,z);}
|
||||
public static void dirtySection(int x,int y,int z){TERRAIN.dirtySection(x,y,z);}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.pbr()||VanillaLight.pbrIntensity()==0||mc.level==null){release();return;}
|
||||
var state=mc.gameRenderer.gameRenderState().levelRenderState;var camera=state.cameraRenderState;var sky=state.skyRenderState;
|
||||
if(PanoramaCapture.rendering()||camera.fogType!=FogType.NONE||sky.skybox!=DimensionType.Skybox.OVERWORLD)return;
|
||||
var main=mc.gameRenderer.mainRenderTarget();
|
||||
if(source==null||source.width!=main.width||source.height!=main.height){if(source!=null)source.destroyBuffers();source=new TextureTarget("Sanctuary PBR source",main.width,main.height,GpuFormat.RGBA8_UNORM,null);}
|
||||
// The extra padding also supplies a valid inactive PixelShadows binding (192 bytes).
|
||||
if(scene==null)scene=new MappableRingBuffer(()->"Sanctuary PBR scene",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,192);
|
||||
var entries=TERRAIN.update();var atlas=TERRAIN.materials.atlas();
|
||||
var vp=new Matrix4f(projection).mul(camera.viewRotationMatrix);var fog=camera.fogData;
|
||||
var sun=PixelShadows.sunDirection(sky.sunAngle);boolean lunar=sun.y<=.08f;
|
||||
if(lunar)sun=PixelShadows.sunDirection(sky.moonAngle);
|
||||
float moon=sky.moonPhase==null?1:(float)(.5+.5*Math.cos(sky.moonPhase.index()*Math.PI/4));
|
||||
float strength=(lunar?.12f*moon:1)*sky.rainBrightness*Math.clamp((sun.y-.04f)/.16f,0,1);
|
||||
boolean shadow=PixelShadows.applied();
|
||||
scene.rotate();try(var mapped=scene.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(vp).invert())
|
||||
.putVec4(sun.x,sun.y,sun.z,strength)
|
||||
.putVec4(VanillaLight.pbrIntensity()/100f,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,shadow?1:0,32)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,0,0,0)
|
||||
.putVec4(0,0,0,0).putVec4(0,0,0,0).putVec4(0,0,0,0).putVec4(0,0,0,0);
|
||||
}
|
||||
var transforms=new ArrayList<GpuBufferSlice>(entries.size());int max=0;
|
||||
for(var entry:entries){var p=entry.origin();var offset=new Vector3f((float)(p.getX()-camera.pos.x),(float)(p.getY()-camera.pos.y),(float)(p.getZ()-camera.pos.z));
|
||||
transforms.add(RenderSystem.getDynamicUniforms().writeTransform(new Matrix4f(vp).translate(offset),new Vector4f(1,1,1,1),offset,new Matrix4f()));max=Math.max(max,entry.indices());}
|
||||
var indices=RenderSystem.getSequentialBuffer(PrimitiveTopology.QUADS);indices.requestIndexCount(max);
|
||||
var encoder=RenderSystem.getDevice().createCommandEncoder();
|
||||
encoder.copyTextureToTexture(main.getColorTexture(),source.getColorTexture(),0,0,0,0,0,main.width,main.height);
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
if(atlas!=null&&!entries.isEmpty())try(var pass=encoder.createRenderPass(()->"Sanctuary PBR materials",main.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(PIPELINE));pass.setUniform("PbrScene",scene.currentBuffer());
|
||||
pass.setUniform("PixelShadows",shadow?PixelShadows.materialUniforms():scene.currentBuffer());
|
||||
pass.setUniform("SunDepth",shadow?PixelShadows.materialDepth():main.getDepthTextureView(),nearest);
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);
|
||||
pass.setUniform("BlockAtlas",mc.getTextureManager().getTexture(TextureAtlas.LOCATION_BLOCKS).getTextureView(),nearest);
|
||||
pass.setUniform("MaterialAtlas",atlas.getTextureView(),nearest);pass.setIndexBuffer(indices.getBuffer(),indices.type());
|
||||
for(int i=0;i<entries.size();i++){var entry=entries.get(i);pass.setUniform("DynamicTransforms",transforms.get(i));pass.setVertexBuffer(0,entry.vertices().slice());pass.drawIndexed(entry.indices(),1,0,0,0);}
|
||||
}
|
||||
applied=true;frames++;
|
||||
}
|
||||
public static void release(){TERRAIN.close();if(source!=null){source.destroyBuffers();source=null;}if(scene!=null){scene.close();scene=null;}applied=false;}
|
||||
static boolean applied(){return applied;}static boolean ready(){return TERRAIN.settled();}
|
||||
static boolean allocated(){return source!=null;}static int renderedFrames(){return frames;}
|
||||
static int materialCount(){return TERRAIN.materials.count();}static int analyses(){return TERRAIN.materials.analyses();}
|
||||
}
|
||||
@@ -0,0 +1,100 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.buffers.Std140Builder;
|
||||
import com.mojang.blaze3d.pipeline.TextureTarget;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBuffer;
|
||||
import com.mojang.renderpearl.api.pipeline.*;
|
||||
import com.mojang.renderpearl.api.textures.FilterMode;
|
||||
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
|
||||
import java.util.Optional;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.MappableRingBuffer;
|
||||
import net.minecraft.client.renderer.RenderPipelines;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import net.minecraft.world.level.material.FogType;
|
||||
import org.joml.Matrix4f;
|
||||
|
||||
/** Bounded, single-bounce diffuse lighting from this frame's visible surfaces. No GPU readback or history. */
|
||||
public final class ScreenSpaceGI {
|
||||
private static final BindGroupLayout LAYOUT=BindGroupLayout.builder()
|
||||
.withUniform("GIParams",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("SceneColor",UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("IndirectLight",UniformType.COMBINED_IMAGE_SAMPLER).build();
|
||||
private static RenderPipeline pipeline(String name,boolean composite){
|
||||
return RenderPipelines.register(RenderPipeline.builder().withLocation(Identifier.parse("sanctuary:pipeline/"+name))
|
||||
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/"+name))
|
||||
.withBindGroupLayout(LAYOUT).withBindGroupLayout(BindGroupLayout.builder().withUniform("GIBlur",UniformType.UNIFORM_BUFFER).build()).withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(composite?Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ZERO,BlendFactor.ZERO,BlendFactor.ONE)):Optional.empty(),
|
||||
composite?GpuFormat.RGBA8_UNORM:GpuFormat.RGBA16_FLOAT,composite?ColorTargetState.WRITE_COLOR:ColorTargetState.WRITE_ALL))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
}
|
||||
private static final RenderPipeline GATHER=pipeline("ssgi_gather",false),APPLY=pipeline("ssgi_apply",true),FILTER=pipeline("ssgi_filter",false);
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
private static TextureTarget source,indirect,filtered;
|
||||
private static MappableRingBuffer uniforms,horizontal,vertical;
|
||||
private static boolean applied;
|
||||
private static int frames;
|
||||
private ScreenSpaceGI(){}
|
||||
public static void captureProjection(Matrix4f matrix){projection.set(matrix);}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.ssgi()||VanillaLight.ssgiIntensity()==0||mc.level==null){release();return;}
|
||||
if(PanoramaCapture.rendering())return;
|
||||
var camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
|
||||
if(camera.fogType!=FogType.NONE)return;
|
||||
var main=mc.gameRenderer.mainRenderTarget();
|
||||
if(source==null||source.width!=main.width||source.height!=main.height){
|
||||
release();source=new TextureTarget("Sanctuary SSGI source",main.width,main.height,GpuFormat.RGBA8_UNORM,null);
|
||||
indirect=new TextureTarget("Sanctuary SSGI indirect",Math.max(1,(main.width+1)/2),Math.max(1,(main.height+1)/2),GpuFormat.RGBA16_FLOAT,null);
|
||||
filtered=new TextureTarget("Sanctuary SSGI filtered",indirect.width,indirect.height,GpuFormat.RGBA16_FLOAT,null);
|
||||
}
|
||||
if(uniforms==null){
|
||||
uniforms=new MappableRingBuffer(()->"Sanctuary SSGI",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,176);
|
||||
horizontal=new MappableRingBuffer(()->"Sanctuary SSGI filter X",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,16);
|
||||
vertical=new MappableRingBuffer(()->"Sanctuary SSGI filter Y",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,16);
|
||||
}
|
||||
horizontal.rotate();try(var m=horizontal.currentBuffer().map(false,true)){Std140Builder.intoBuffer(m.data()).putVec4(1,0,0,0);}
|
||||
vertical.rotate();try(var m=vertical.currentBuffer().map(false,true)){Std140Builder.intoBuffer(m.data()).putVec4(0,1,0,0);}
|
||||
|
||||
var vp=new Matrix4f(projection).mul(camera.viewRotationMatrix);var fog=camera.fogData;
|
||||
uniforms.rotate();try(var mapped=uniforms.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(vp).invert()).putMat4f(vp)
|
||||
.putVec4(VanillaLight.ssgiIntensity()/100f,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,2.5f,32)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd)
|
||||
.putVec4(fog.color.w,0,0,0);
|
||||
}
|
||||
// Snapshot once, before adding indirect light: no feedback, no texture sampled while attached for writing.
|
||||
var encoder=RenderSystem.getDevice().createCommandEncoder();
|
||||
encoder.copyTextureToTexture(main.getColorTexture(),source.getColorTexture(),0,0,0,0,0,main.width,main.height);
|
||||
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary SSGI gather",indirect.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(GATHER));pass.setUniform("GIBlur",horizontal.currentBuffer());pass.setUniform("GIParams",uniforms.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);
|
||||
// Unused by gather; bind a separate texture, never its own output.
|
||||
pass.setUniform("IndirectLight",source.getColorTextureView(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
filter(encoder,indirect,filtered,horizontal);
|
||||
filter(encoder,filtered,indirect,vertical);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary SSGI composite",main.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("GIBlur",horizontal.currentBuffer());pass.setUniform("GIParams",uniforms.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);
|
||||
pass.setUniform("IndirectLight",indirect.getColorTextureView(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
applied=true;frames++;
|
||||
}
|
||||
private static void filter(com.mojang.renderpearl.api.commands.CommandEncoder encoder,TextureTarget input,TextureTarget output,MappableRingBuffer direction){
|
||||
var main=Minecraft.getInstance().gameRenderer.mainRenderTarget();var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary SSGI bilateral filter",output.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(FILTER));pass.setUniform("GIParams",uniforms.currentBuffer());pass.setUniform("GIBlur",direction.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);
|
||||
pass.setUniform("IndirectLight",input.getColorTextureView(),RenderSystem.getSamplerCache().getClampToEdge(FilterMode.LINEAR));pass.draw(3,1,0,0);
|
||||
}
|
||||
}
|
||||
public static void release(){if(source!=null){source.destroyBuffers();indirect.destroyBuffers();filtered.destroyBuffers();source=indirect=filtered=null;}if(uniforms!=null){uniforms.close();horizontal.close();vertical.close();uniforms=horizontal=vertical=null;}applied=false;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return source!=null;}
|
||||
static int renderedFrames(){return frames;}
|
||||
}
|
||||
+21
-1
@@ -19,11 +19,31 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
|
||||
new OptionInstance.IntRange(0,200),VanillaLight.saturation(),VanillaLight::setSaturation));
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.precision",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.precision_help")),(caption,value)->Component.translatable("sanctuary.shaders.precision_value",value),
|
||||
new OptionInstance.Enum<>(List.of(8,16,32),Codec.INT),VanillaLight.shadowPixels(),VanillaLight::setShadowPixels));
|
||||
new OptionInstance.Enum<>(List.of(8,16,32,64,128),Codec.INT),VanillaLight.shadowPixels(),VanillaLight::setShadowPixels));
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.pbr",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.pbr_help")),VanillaLight.pbr(),VanillaLight::setPbr));
|
||||
slider("pbr_intensity",VanillaLight.pbrIntensity(),VanillaLight::setPbrIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.colored_lights",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.colored_lights_help")),VanillaLight.coloredLights(),VanillaLight::setColoredLights));
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.warm_torches",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.warm_torches_help")),VanillaLight.warmTorches(),VanillaLight::setWarmTorches));
|
||||
slider("colored_light_intensity",VanillaLight.coloredLightIntensity(),VanillaLight::setColoredLightIntensity);
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.colored_light_distance",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.colored_light_distance_help")),(caption,value)->Component.translatable("sanctuary.shaders.colored_light_distance_value",value),
|
||||
new OptionInstance.Enum<>(List.of(8,16,32,64),Codec.INT),VanillaLight.coloredLightDistance(),VanillaLight::setColoredLightDistance));
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.ssgi",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.ssgi_help")),VanillaLight.ssgi(),VanillaLight::setSsgi));
|
||||
slider("ssgi_intensity",VanillaLight.ssgiIntensity(),VanillaLight::setSsgiIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.bloom",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.bloom_help")),VanillaLight.bloom(),VanillaLight::setBloom));
|
||||
slider("bloom_intensity",VanillaLight.bloomIntensity(),VanillaLight::setBloomIntensity);
|
||||
slider("bloom_radius",VanillaLight.bloomRadius(),VanillaLight::setBloomRadius);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.sunshafts",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.sunshafts_help")),VanillaLight.sunshafts(),VanillaLight::setSunshafts));
|
||||
slider("sunshaft_intensity",VanillaLight.sunshaftIntensity(),VanillaLight::setSunshaftIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.lens_flare",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.lens_flare_help")),VanillaLight.lensFlare(),VanillaLight::setLensFlare));
|
||||
slider("lens_flare_intensity",VanillaLight.lensFlareIntensity(),VanillaLight::setLensFlareIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.ore_emission",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.ore_emission_help")),VanillaLight.oreEmission(),VanillaLight::setOreEmission));
|
||||
slider("ore_intensity",VanillaLight.oreIntensity(),VanillaLight::setOreIntensity);
|
||||
|
||||
@@ -0,0 +1,86 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.buffers.Std140Builder;
|
||||
import com.mojang.blaze3d.pipeline.TextureTarget;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBuffer;
|
||||
import com.mojang.renderpearl.api.pipeline.*;
|
||||
import com.mojang.renderpearl.api.textures.FilterMode;
|
||||
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
|
||||
import java.util.Optional;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.MappableRingBuffer;
|
||||
import net.minecraft.client.renderer.RenderPipelines;
|
||||
import net.minecraft.resources.Identifier;
|
||||
|
||||
/** Solar scattering in the existing shadow volume. No scene copy, readback, temporal history or terrain duplication. */
|
||||
public final class Sunshafts {
|
||||
private static final BindGroupLayout SCENE=BindGroupLayout.builder()
|
||||
.withUniform("PixelShadows",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("ShaftParams",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER).build();
|
||||
private static RenderPipeline pipeline(String name,boolean composite){
|
||||
var inputs=BindGroupLayout.builder();
|
||||
if(composite)inputs.withUniform("ShaftLight",UniformType.COMBINED_IMAGE_SAMPLER);
|
||||
else inputs.withUniform("SunDepth",UniformType.COMBINED_IMAGE_SAMPLER);
|
||||
return RenderPipelines.register(RenderPipeline.builder().withLocation(Identifier.parse("sanctuary:pipeline/"+name))
|
||||
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/"+name))
|
||||
.withBindGroupLayout(SCENE).withBindGroupLayout(inputs.build())
|
||||
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(composite?Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE)):Optional.empty(),
|
||||
composite?GpuFormat.RGBA8_UNORM:GpuFormat.RGBA16_FLOAT,composite?ColorTargetState.WRITE_COLOR:ColorTargetState.WRITE_ALL))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
}
|
||||
private static final RenderPipeline GATHER=pipeline("sunshaft_gather",false),APPLY=pipeline("sunshaft_apply",true);
|
||||
private static TextureTarget light;
|
||||
private static MappableRingBuffer settings;
|
||||
private static boolean applied;
|
||||
private static int frames;
|
||||
private Sunshafts(){}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.sunshafts()||VanillaLight.sunshaftIntensity()==0||mc.level==null){release();return;}
|
||||
if(PanoramaCapture.rendering())return;
|
||||
if(!PixelShadows.depthReady()){release();return;}
|
||||
var main=mc.gameRenderer.mainRenderTarget();int width=Math.max(1,(main.width+3)/4),height=Math.max(1,(main.height+3)/4);
|
||||
if(light==null||light.width!=width||light.height!=height){release();light=new TextureTarget("Sanctuary sunshafts",width,height,GpuFormat.RGBA16_FLOAT,null);}
|
||||
if(settings==null)settings=new MappableRingBuffer(()->"Sanctuary sunshafts",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,48);
|
||||
var camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
|
||||
var fog=camera.fogData;
|
||||
float mist=fogDensity(fog.environmentalEnd);
|
||||
float rain=mc.level.getRainLevel(camera.cameraEntityPartialTicks);
|
||||
float thunder=mc.level.getThunderLevel(camera.cameraEntityPartialTicks);
|
||||
var sun=PixelShadows.sunDirection(mc.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
|
||||
float daylight=Math.clamp((sun.y-.08f)/.16f,0,1)*(1-.75f*rain)*(1-.65f*thunder);
|
||||
float density=1+2.5f*mist+.8f*rain;
|
||||
float spread=Math.max(mist,.35f*rain);
|
||||
float extinction=1+.7f*mist+.25f*rain;
|
||||
settings.rotate();try(var mapped=settings.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putVec4(.85f+.15f*fog.color.x,.78f+.15f*fog.color.y,.66f+.15f*fog.color.z,0)
|
||||
.putVec4(VanillaLight.sunshaftIntensity()/100f,Math.min(64,VanillaLight.shadowDistance()*.5f),0,0)
|
||||
.putVec4(density,spread,extinction,daylight);
|
||||
}
|
||||
var encoder=RenderSystem.getDevice().createCommandEncoder();var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary solar volume",light.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(GATHER));pass.setUniform("PixelShadows",PixelShadows.materialUniforms());pass.setUniform("ShaftParams",settings.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SunDepth",PixelShadows.materialDepth(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary solar volume composite",main.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("PixelShadows",PixelShadows.materialUniforms());pass.setUniform("ShaftParams",settings.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("ShaftLight",light.getColorTextureView(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
applied=true;frames++;
|
||||
}
|
||||
/** Environmental fog has its own end distance; changing render distance is not weather. */
|
||||
static float fogDensity(float environmentalEnd){
|
||||
if(!Float.isFinite(environmentalEnd))return 0;
|
||||
float t=Math.clamp((192-environmentalEnd)/112,0,1);
|
||||
return t*t*(3-2*t);
|
||||
}
|
||||
public static void release(){if(light!=null){light.destroyBuffers();light=null;}if(settings!=null){settings.close();settings=null;}applied=false;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return light!=null;}
|
||||
static int renderedFrames(){return frames;}
|
||||
static TextureTarget target(){return light;}
|
||||
}
|
||||
@@ -18,12 +18,24 @@ public final class VanillaLight {
|
||||
boolean enabled=true;
|
||||
int saturation=142;
|
||||
boolean pixelShadows=true;
|
||||
boolean bloom=false;
|
||||
int bloomIntensity=35;
|
||||
boolean bloom=true;
|
||||
boolean sunshafts=true;
|
||||
int sunshaftIntensity=35;
|
||||
boolean lensFlare=true;
|
||||
int lensFlareIntensity=30;
|
||||
boolean pbr=true;
|
||||
int pbrIntensity=50;
|
||||
boolean ssgi=true;
|
||||
boolean coloredLights=true;
|
||||
boolean warmTorches=false;
|
||||
int coloredLightIntensity=30;
|
||||
int coloredLightDistance=16;
|
||||
int ssgiIntensity=35;
|
||||
int bloomIntensity=20;
|
||||
int bloomRadius=50;
|
||||
boolean oreEmission=true;
|
||||
int oreIntensity=50;
|
||||
boolean edgeHighlights=false;
|
||||
boolean edgeHighlights=true;
|
||||
int edgeIntensity=30;
|
||||
int edgeDistance=32;
|
||||
int shadowPixels=16;
|
||||
@@ -35,13 +47,19 @@ public final class VanillaLight {
|
||||
try{if(Files.isRegularFile(path()))preferences=new GsonBuilder().create().fromJson(Files.readString(path()),Preferences.class);}
|
||||
catch(Exception e){SanctuaryMod.LOGGER.warn("Cannot read Sanctuary shader preference",e);}
|
||||
if(preferences==null)preferences=new Preferences();
|
||||
preferences.sunshaftIntensity=Math.clamp(preferences.sunshaftIntensity,0,100);
|
||||
preferences.lensFlareIntensity=Math.clamp(preferences.lensFlareIntensity,0,100);
|
||||
preferences.pbrIntensity=Math.clamp(preferences.pbrIntensity,0,100);
|
||||
preferences.coloredLightIntensity=Math.clamp(preferences.coloredLightIntensity,0,100);
|
||||
preferences.coloredLightDistance=normalizeColoredLightDistance(preferences.coloredLightDistance);
|
||||
preferences.ssgiIntensity=Math.clamp(preferences.ssgiIntensity,0,100);
|
||||
preferences.bloomIntensity=Math.clamp(preferences.bloomIntensity,0,100);
|
||||
preferences.bloomRadius=Math.clamp(preferences.bloomRadius,0,100);
|
||||
preferences.oreIntensity=Math.clamp(preferences.oreIntensity,0,100);
|
||||
preferences.edgeIntensity=Math.clamp(preferences.edgeIntensity,0,100);
|
||||
preferences.edgeDistance=normalizeShadowDistance(preferences.edgeDistance);
|
||||
preferences.saturation=Math.clamp(preferences.saturation,0,200);
|
||||
preferences.shadowPixels=normalizeShadowValue(preferences.shadowPixels,8,16,32);
|
||||
preferences.shadowPixels=normalizePrecision(preferences.shadowPixels);
|
||||
preferences.shadowDistance=normalizeShadowDistance(preferences.shadowDistance);
|
||||
}
|
||||
return preferences.enabled;
|
||||
@@ -55,6 +73,31 @@ public final class VanillaLight {
|
||||
public static int edgeIntensity(){enabled();return preferences.edgeIntensity;}
|
||||
public static void setEdgeHighlights(boolean value){enabled();preferences.edgeHighlights=value;save();}
|
||||
public static void setEdgeIntensity(int value){enabled();preferences.edgeIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean sunshafts(){enabled();return preferences.sunshafts;}
|
||||
public static int sunshaftIntensity(){enabled();return preferences.sunshaftIntensity;}
|
||||
public static void setSunshafts(boolean value){enabled();preferences.sunshafts=value;save();}
|
||||
public static void setSunshaftIntensity(int value){enabled();preferences.sunshaftIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean lensFlare(){enabled();return preferences.lensFlare;}
|
||||
public static int lensFlareIntensity(){enabled();return preferences.lensFlareIntensity;}
|
||||
public static void setLensFlare(boolean value){enabled();preferences.lensFlare=value;save();}
|
||||
public static void setLensFlareIntensity(int value){enabled();preferences.lensFlareIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean pbr(){enabled();return preferences.pbr;}
|
||||
public static int pbrIntensity(){enabled();return preferences.pbrIntensity;}
|
||||
public static void setPbr(boolean value){enabled();preferences.pbr=value;save();}
|
||||
public static void setPbrIntensity(int value){enabled();preferences.pbrIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean warmTorches(){enabled();return preferences.warmTorches;}
|
||||
public static void setWarmTorches(boolean value){enabled();preferences.warmTorches=value;save();}
|
||||
public static boolean coloredLights(){enabled();return preferences.coloredLights;}
|
||||
public static int coloredLightIntensity(){enabled();return preferences.coloredLightIntensity;}
|
||||
public static void setColoredLights(boolean value){enabled();preferences.coloredLights=value;save();}
|
||||
public static void setColoredLightIntensity(int value){enabled();preferences.coloredLightIntensity=Math.clamp(value,0,100);save();}
|
||||
public static int coloredLightDistance(){enabled();return preferences.coloredLightDistance;}
|
||||
public static void setColoredLightDistance(int value){enabled();preferences.coloredLightDistance=normalizeColoredLightDistance(value);save();}
|
||||
static int normalizeColoredLightDistance(int value){return value<12?8:value<24?16:value<48?32:64;}
|
||||
public static boolean ssgi(){enabled();return preferences.ssgi;}
|
||||
public static int ssgiIntensity(){enabled();return preferences.ssgiIntensity;}
|
||||
public static void setSsgi(boolean value){enabled();preferences.ssgi=value;save();}
|
||||
public static void setSsgiIntensity(int value){enabled();preferences.ssgiIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean bloom(){enabled();return preferences.bloom;}
|
||||
public static int bloomIntensity(){enabled();return preferences.bloomIntensity;}
|
||||
public static int bloomRadius(){enabled();return preferences.bloomRadius;}
|
||||
@@ -70,16 +113,18 @@ public final class VanillaLight {
|
||||
public static int shadowDistance(){enabled();return preferences.shadowDistance;}
|
||||
public static void setSaturation(int value){enabled();preferences.saturation=Math.clamp(value,0,200);save();}
|
||||
public static void setPixelShadows(boolean value){enabled();preferences.pixelShadows=value;save();}
|
||||
public static void setShadowPixels(int value){enabled();preferences.shadowPixels=normalizeShadowValue(value,8,16,32);save();}
|
||||
public static void setShadowPixels(int value){enabled();preferences.shadowPixels=normalizePrecision(value);save();}
|
||||
public static void setShadowDistance(int value){enabled();preferences.shadowDistance=normalizeShadowDistance(value);save();}
|
||||
public static void setEnabled(boolean value){
|
||||
enabled();preferences.enabled=value;
|
||||
save();
|
||||
}
|
||||
/** Nearest supported value, clamped at either end; midpoint ties round up. */
|
||||
private static int normalizeShadowValue(int value,int low,int middle,int high){
|
||||
if(value<(low+middle)/2)return low;
|
||||
return value<(middle+high)/2?middle:high;
|
||||
private static int normalizePrecision(int value){
|
||||
if(value<12)return 8;
|
||||
if(value<24)return 16;
|
||||
if(value<48)return 32;
|
||||
return value<96?64:128;
|
||||
}
|
||||
private static int normalizeShadowDistance(int value){
|
||||
if(value<24)return 16;
|
||||
|
||||
@@ -7,7 +7,8 @@ import java.util.function.LongConsumer;
|
||||
/** Immutable render snapshots; entity collection and the dirty queue belong to the client tick. */
|
||||
public final class DynamicLightField {
|
||||
public record Id(boolean drop, long value) {}
|
||||
public record Source(Id id, double x, double y, double z, int light) {
|
||||
public record Source(Id id, double x, double y, double z, int light, int color) {
|
||||
public Source(Id id,double x,double y,double z,int light){this(id,x,y,z,light,0xFFFFFF);}
|
||||
public Source {
|
||||
if (!Double.isFinite(x+y+z) || light<1 || light>15) throw new IllegalArgumentException("light source");
|
||||
}
|
||||
@@ -20,9 +21,12 @@ public final class DynamicLightField {
|
||||
private final int cellSize;
|
||||
public Collector(int cellSize) {this.cellSize=Math.max(1,cellSize);}
|
||||
public void add(long entity,boolean drop,double x,double y,double z,int light) {
|
||||
add(entity,drop,x,y,z,light,0xFFFFFF);
|
||||
}
|
||||
public void add(long entity,boolean drop,double x,double y,double z,int light,int color) {
|
||||
if(light<=0)return;
|
||||
Id id=new Id(drop,drop ? sectionKey(floor(x/cellSize),floor(y/cellSize),floor(z/cellSize)) : entity);
|
||||
Source candidate=new Source(id,snap(x),snap(y),snap(z),Math.min(15,light));
|
||||
Source candidate=new Source(id,snap(x),snap(y),snap(z),Math.min(15,light),color);
|
||||
sources.merge(id,candidate,(a,b)->compareRepresentative(a,b)<=0?a:b);
|
||||
}
|
||||
public List<Source> finish(int limit,double x,double y,double z,long priorityEntity) {
|
||||
@@ -53,6 +57,7 @@ public final class DynamicLightField {
|
||||
lists.long2ObjectEntrySet().forEach(e->bins.put(e.getLongKey(),e.getValue().toArray(Source[]::new)));
|
||||
}
|
||||
public int size() {return sources.size();}
|
||||
public Collection<Source> sources(){return sources.values();}
|
||||
public int sectionCount() {return bins.size();}
|
||||
public int sampleCount(double x,double y,double z) {
|
||||
Source[] near=bins.get(sectionKey(floor(x)>>4,floor(y)>>4,floor(z)>>4));return near==null?0:near.length;
|
||||
|
||||
+7
-2
@@ -1,7 +1,10 @@
|
||||
package fr.koka.sanctuary.mixin.client;
|
||||
|
||||
import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.ColoredLights;
|
||||
import fr.koka.sanctuary.client.shader.ProceduralPbr;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import fr.koka.sanctuary.client.shader.ScreenSpaceGI;
|
||||
import net.minecraft.client.renderer.extract.LevelExtractor;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
@@ -14,8 +17,10 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
abstract class PixelShadowDirtyMixin {
|
||||
@Inject(method="blockChanged", at=@At("HEAD"))
|
||||
private void sanctuary$dirty(BlockPos pos, int flags, CallbackInfo ci) {
|
||||
PixelShadows.dirtyBlock(pos); Bloom.dirtyBlock(pos);
|
||||
PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos); Bloom.dirtyBlock(pos); ColoredLights.dirtyBlock(pos);
|
||||
}
|
||||
@Inject(method="allChanged", at=@At("HEAD"))
|
||||
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); Bloom.release(); }
|
||||
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); Bloom.release(); ColoredLights.release(); ScreenSpaceGI.release(); }
|
||||
@Inject(method="setSectionDirty", at=@At("HEAD"))
|
||||
private void sanctuary$pbrLight(int x,int y,int z,CallbackInfo ci){ProceduralPbr.dirtySection(x,y,z); ColoredLights.dirtySection(x,y,z);}
|
||||
}
|
||||
|
||||
+5
-3
@@ -1,6 +1,8 @@
|
||||
package fr.koka.sanctuary.mixin.client;
|
||||
|
||||
import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.ColoredLights;
|
||||
import fr.koka.sanctuary.client.shader.ProceduralPbr;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import net.minecraft.client.multiplayer.ClientLevel;
|
||||
import net.minecraft.core.BlockPos;
|
||||
@@ -16,11 +18,11 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
abstract class PixelShadowLevelMixin {
|
||||
@Inject(method="setBlocksDirty", at=@At("HEAD"))
|
||||
private void sanctuary$block(BlockPos pos, BlockState before, BlockState after, CallbackInfo ci) {
|
||||
if (before != after) {PixelShadows.dirtyBlock(pos);Bloom.dirtyBlock(pos);}
|
||||
if (before != after) {PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos);Bloom.dirtyBlock(pos); ColoredLights.dirtyBlock(pos);}
|
||||
}
|
||||
|
||||
@Inject(method="onChunkLoaded", at=@At("TAIL"))
|
||||
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); }
|
||||
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); ProceduralPbr.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); ColoredLights.dirtyChunk(pos.x(),pos.z()); }
|
||||
@Inject(method="unload", at=@At("HEAD"))
|
||||
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); }
|
||||
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ProceduralPbr.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ColoredLights.dirtyChunk(chunk.getPos().x(),chunk.getPos().z()); }
|
||||
}
|
||||
|
||||
+9
-2
@@ -4,8 +4,12 @@ import com.llamalad7.mixinextras.injector.wrapoperation.Operation;
|
||||
import com.llamalad7.mixinextras.injector.wrapoperation.WrapOperation;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBufferSlice;
|
||||
import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.ColoredLights;
|
||||
import fr.koka.sanctuary.client.shader.ProceduralPbr;
|
||||
import fr.koka.sanctuary.client.shader.EdgeHighlights;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import fr.koka.sanctuary.client.shader.Sunshafts;
|
||||
import fr.koka.sanctuary.client.shader.ScreenSpaceGI;
|
||||
import net.minecraft.client.renderer.GameRenderer;
|
||||
import net.minecraft.client.renderer.ProjectionMatrixBuffer;
|
||||
import org.joml.Matrix4f;
|
||||
@@ -19,12 +23,15 @@ abstract class PixelShadowRendererMixin {
|
||||
@WrapOperation(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/ProjectionMatrixBuffer;getBuffer(Lorg/joml/Matrix4f;)Lcom/mojang/renderpearl/api/buffers/GpuBufferSlice;"))
|
||||
private GpuBufferSlice sanctuary$projection(ProjectionMatrixBuffer buffer, Matrix4f matrix, Operation<GpuBufferSlice> original) {
|
||||
PixelShadows.captureProjection(matrix);
|
||||
ProceduralPbr.captureProjection(matrix);
|
||||
EdgeHighlights.captureProjection(matrix);
|
||||
Bloom.captureProjection(matrix);
|
||||
ColoredLights.captureProjection(matrix);
|
||||
ScreenSpaceGI.captureProjection(matrix);
|
||||
return original.call(buffer, matrix);
|
||||
}
|
||||
@Inject(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/GameRenderer;render3dHud(Lnet/minecraft/client/renderer/state/level/CameraRenderState;Lnet/minecraft/client/renderer/state/level/PlayerRenderState;Lnet/minecraft/client/renderer/state/OptionsRenderState;Z)V"))
|
||||
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); EdgeHighlights.render(); Bloom.render(); }
|
||||
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); ProceduralPbr.render(); ColoredLights.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); Sunshafts.render(); }
|
||||
@Inject(method={"close", "setLevel"}, at=@At("HEAD"))
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); EdgeHighlights.release(); Bloom.release(); }
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ColoredLights.release(); ScreenSpaceGI.release(); Sunshafts.release(); }
|
||||
}
|
||||
|
||||
@@ -2258,7 +2258,7 @@
|
||||
"sanctuary.discovery.granted": "Discoveries added for %s: %s blocks, %s items, %s species. Linked recipes updated; reopen catalogues.",
|
||||
"sanctuary.discovery.invalid": "Choose a discoverable block, item or species.",
|
||||
"sanctuary.shaders.edge_highlights": "Edge highlights",
|
||||
"sanctuary.shaders.edge_highlights_help": "Connected highlights along terrain contours. Flat surfaces connect, even across different blocks. Preserves textures. OFF by default; requires Vanilla Light.",
|
||||
"sanctuary.shaders.edge_highlights_help": "Connected highlights along terrain contours. Flat surfaces connect, even across different blocks. Preserves textures. ON by default; requires Vanilla Light.",
|
||||
"sanctuary.shaders.edge_intensity": "Edge intensity",
|
||||
"sanctuary.shaders.edge_intensity_help": "Highlight strength along edges. Independent of cast shadows.",
|
||||
"sanctuary.shaders.edge_intensity_value": "Edge intensity: %s %%",
|
||||
@@ -2266,7 +2266,7 @@
|
||||
"sanctuary.shaders.pixel_shadows_help": "Sun shadows and subtle moon shadows on a pixel grid. Dappled foliage and stable contours. Enabled by default at 128 blocks; requires Vanilla Light.",
|
||||
"sanctuary.shaders.shadow_pixels": "Shadow precision",
|
||||
"sanctuary.shaders.shadow_pixels_value": "%s pixels/block",
|
||||
"sanctuary.shaders.shadow_pixels_help": "Grid precision: 8, 16 or 32 pixels per block. Higher values make shadow pixels finer. Requires Vanilla Light and pixel shadows.",
|
||||
"sanctuary.shaders.shadow_pixels_help": "Grid precision: 8, 16, 32, 64 or 128 pixels per block. Higher values make shadow pixels finer. Requires Vanilla Light and pixel shadows.",
|
||||
"sanctuary.shaders.shadow_distance": "Shadow distance",
|
||||
"sanctuary.shaders.shadow_distance_value": "%s blocks",
|
||||
"sanctuary.shaders.shadow_distance_help": "Shadow range: 16, 32, 64, 128 or 256 blocks, within loaded terrain. Higher distances cost more performance. Requires Vanilla Light and pixel shadows.",
|
||||
@@ -2274,19 +2274,49 @@
|
||||
"sanctuary.shaders.edge_distance_value": "%s blocks",
|
||||
"sanctuary.shaders.edge_distance_help": "Independent range: 16, 32, 64, 128 or 256 blocks. Limited to visible terrain and render distance. Distant contours become naturally finer.",
|
||||
"sanctuary.shaders.precision": "Precision",
|
||||
"sanctuary.shaders.precision_help": "Shared grid for shadows and edge highlights: 8, 16 or 32 pixels per block.",
|
||||
"sanctuary.shaders.precision_help": "Shared grid for shadows and edge highlights: 8, 16, 32, 64 or 128 pixels per block. The shadow map retains its resolution cap.",
|
||||
"sanctuary.shaders.precision_value": "%s pixels/block",
|
||||
"sanctuary.shaders.bloom": "Bloom",
|
||||
"sanctuary.shaders.bloom_help": "Glow around the sun and luminous surfaces. Ores can also become emissive. Requires Vanilla Light. OFF by default.",
|
||||
"sanctuary.shaders.bloom_help": "Glow around the sun and luminous surfaces. ON by default. Turning it off removes halos while keeping emissive ores. Requires Vanilla Light.",
|
||||
"sanctuary.shaders.bloom_intensity": "Bloom strength",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Halo strength. Zero disables bloom and frees its resources.",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Halo strength, 20% by default. Zero removes halos and their blur passes while keeping emissive ores.",
|
||||
"sanctuary.shaders.bloom_intensity_value": "Bloom: %s%%",
|
||||
"sanctuary.shaders.bloom_radius": "Bloom spread",
|
||||
"sanctuary.shaders.bloom_radius_help": "Halo size around luminous pixels. Texture details stay sharp.",
|
||||
"sanctuary.shaders.bloom_radius_value": "Spread: %s%%",
|
||||
"sanctuary.shaders.ore_emission": "Emissive ores",
|
||||
"sanctuary.shaders.ore_emission_help": "With bloom: makes ore inclusions glow while preserving their host rock. Visual effect only.",
|
||||
"sanctuary.shaders.ore_emission_help": "Makes ore inclusions glow while preserving their host rock, even with bloom off or at zero. ON by default. Visual effect only.",
|
||||
"sanctuary.shaders.ore_intensity": "Ore emission",
|
||||
"sanctuary.shaders.ore_intensity_help": "Inclusion brightness. Does not change world light levels or mob spawning.",
|
||||
"sanctuary.shaders.ore_intensity_value": "Ores: %s%%"
|
||||
"sanctuary.shaders.ore_intensity_value": "Ores: %s%%",
|
||||
"sanctuary.shaders.ssgi": "SSGI · color bounce",
|
||||
"sanctuary.shaders.ssgi_help": "Experimental: enhanced color bounce between nearby visible surfaces. Radius 2.5 blocks. Off-screen surfaces do not contribute. ON by default.",
|
||||
"sanctuary.shaders.ssgi_intensity": "SSGI strength",
|
||||
"sanctuary.shaders.ssgi_intensity_help": "Strength of diffuse color bounce. Zero stops rendering and frees its resources. Does not change world light.",
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI: %s%%",
|
||||
"sanctuary.shaders.pbr": "PBR · material relief",
|
||||
"sanctuary.shaders.pbr_help": "Experimental: procedural block normals and roughness, sun and moon highlights. Range 32 blocks. ON by default.",
|
||||
"sanctuary.shaders.pbr_intensity": "PBR strength",
|
||||
"sanctuary.shaders.pbr_intensity_help": "Material relief and highlights. Zero stops rendering and frees the cache. Original textures remain unchanged.",
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR: %s%%",
|
||||
"sanctuary.shaders.lens_flare": "Lens flare · soft rectangles",
|
||||
"sanctuary.shaders.lens_flare_help": "Soft rectangular sun and moon reflections. Obstacles hide the sources. Independent of the bloom halo.",
|
||||
"sanctuary.shaders.lens_flare_intensity": "Lens flare intensity",
|
||||
"sanctuary.shaders.lens_flare_intensity_help": "Celestial reflection strength. Zero disables the effect.",
|
||||
"sanctuary.shaders.lens_flare_intensity_value": "Lens flare: %s %%",
|
||||
"sanctuary.shaders.sunshafts": "Sunshafts",
|
||||
"sanctuary.shaders.sunshafts_help": "Light beams through openings in the scenery. Independent of bloom; range follows shadows (up to 64 blocks).",
|
||||
"sanctuary.shaders.sunshaft_intensity": "Sunshaft intensity",
|
||||
"sanctuary.shaders.sunshaft_intensity_help": "Strength of light scattered in the air. Beams automatically thicken with fog and precipitation. Zero disables the effect.",
|
||||
"sanctuary.shaders.sunshaft_intensity_value": "Sunshafts: %s %%",
|
||||
"sanctuary.shaders.colored_lights": "Colored lights",
|
||||
"sanctuary.shaders.colored_lights_help": "Light-emitting blocks and carried items tint their surroundings, even off screen. Smooth appearance without changing gameplay light levels.",
|
||||
"sanctuary.shaders.colored_light_intensity": "Colored light intensity",
|
||||
"sanctuary.shaders.colored_light_intensity_value": "Colored lights: %s %%",
|
||||
"sanctuary.shaders.colored_light_intensity_help": "Enabled at 30% by default. Zero disables computation. Changes fade in smoothly.",
|
||||
"sanctuary.shaders.colored_light_distance": "Colored light distance",
|
||||
"sanctuary.shaders.colored_light_distance_value": "Colored lights: %s blocks",
|
||||
"sanctuary.shaders.colored_light_distance_help": "View distance: 8 to 64 blocks. Longer distances use more memory and computation. Smooth range fade; each source keeps its native reach.",
|
||||
"sanctuary.shaders.warm_torches": "Warm torches",
|
||||
"sanctuary.shaders.warm_torches_help": "Off: ordinary torches keep the native color temperature. On: orange tint. Other sources retain their own colors."
|
||||
}
|
||||
|
||||
@@ -2258,7 +2258,7 @@
|
||||
"sanctuary.discovery.granted": "Découvertes ajoutées pour %s : %s blocs, %s objets, %s espèces. Recettes liées actualisées ; rouvre les catalogues.",
|
||||
"sanctuary.discovery.invalid": "Choisis un bloc, un objet ou une espèce découvrable.",
|
||||
"sanctuary.shaders.edge_highlights": "Reflets sur les arêtes",
|
||||
"sanctuary.shaders.edge_highlights_help": "Reflets connectés sur les contours du relief. Les surfaces plates se raccordent, même entre blocs différents. Préserve les textures. Désactivé par défaut ; nécessite Vanilla Light.",
|
||||
"sanctuary.shaders.edge_highlights_help": "Reflets connectés sur les contours du relief. Les surfaces plates se raccordent, même entre blocs différents. Préserve les textures. Activé par défaut ; nécessite Vanilla Light.",
|
||||
"sanctuary.shaders.edge_intensity": "Intensité des arêtes",
|
||||
"sanctuary.shaders.edge_intensity_help": "Force du reflet sur les arêtes. Le réglage est indépendant des ombres portées.",
|
||||
"sanctuary.shaders.edge_intensity_value": "Intensité des arêtes : %s %%",
|
||||
@@ -2266,7 +2266,7 @@
|
||||
"sanctuary.shaders.pixel_shadows_help": "Ombres du soleil et ombres légères de la lune, sur une grille de pixels. Feuillage irrégulier et contours stables. Activées par défaut, portée 128 blocs ; nécessite Vanilla Light.",
|
||||
"sanctuary.shaders.shadow_pixels": "Précision des ombres",
|
||||
"sanctuary.shaders.shadow_pixels_value": "%s pixels/bloc",
|
||||
"sanctuary.shaders.shadow_pixels_help": "Précision de la grille : 8, 16 ou 32 pixels par bloc. Plus la valeur est élevée, plus les pixels des ombres sont fins. Nécessite Vanilla Light et les ombres pixelisées.",
|
||||
"sanctuary.shaders.shadow_pixels_help": "Précision de la grille : 8, 16, 32, 64 ou 128 pixels par bloc. Plus la valeur est élevée, plus les pixels des ombres sont fins. Nécessite Vanilla Light et les ombres pixelisées.",
|
||||
"sanctuary.shaders.shadow_distance": "Distance des ombres",
|
||||
"sanctuary.shaders.shadow_distance_value": "%s blocs",
|
||||
"sanctuary.shaders.shadow_distance_help": "Portée des ombres : 16, 32, 64, 128 ou 256 blocs, dans le terrain chargé. Une distance élevée coûte davantage en performances. Nécessite Vanilla Light et les ombres pixelisées.",
|
||||
@@ -2274,19 +2274,49 @@
|
||||
"sanctuary.shaders.edge_distance_value": "%s blocs",
|
||||
"sanctuary.shaders.edge_distance_help": "Portée indépendante : 16, 32, 64, 128 ou 256 blocs. Limitée au terrain visible et à la distance de rendu. Les contours lointains s’affinent naturellement.",
|
||||
"sanctuary.shaders.precision": "Précision",
|
||||
"sanctuary.shaders.precision_help": "Grille commune aux ombres et aux reflets sur les arêtes : 8, 16 ou 32 pixels par bloc.",
|
||||
"sanctuary.shaders.precision_help": "Grille commune aux ombres et aux reflets sur les arêtes : 8, 16, 32, 64 ou 128 pixels par bloc. La carte d’ombres conserve sa résolution maximale.",
|
||||
"sanctuary.shaders.precision_value": "%s pixels/bloc",
|
||||
"sanctuary.shaders.bloom": "Bloom",
|
||||
"sanctuary.shaders.bloom_help": "Halo du soleil et des surfaces lumineuses. Les minerais peuvent aussi devenir émissifs. Nécessite Vanilla Light. Désactivé par défaut.",
|
||||
"sanctuary.shaders.bloom_help": "Halo du soleil et des surfaces lumineuses. Activé par défaut. L’arrêt coupe le halo et conserve les minerais émissifs. Nécessite Vanilla Light.",
|
||||
"sanctuary.shaders.bloom_intensity": "Intensité du bloom",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Force du halo. Zéro désactive le bloom et libère ses ressources.",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Force du halo, 20 % par défaut. Zéro supprime le halo et ses passes de diffusion, tout en conservant les minerais émissifs.",
|
||||
"sanctuary.shaders.bloom_intensity_value": "Bloom : %s %%",
|
||||
"sanctuary.shaders.bloom_radius": "Diffusion du bloom",
|
||||
"sanctuary.shaders.bloom_radius_help": "Taille du halo autour des pixels lumineux. Les détails des textures restent nets.",
|
||||
"sanctuary.shaders.bloom_radius_value": "Diffusion : %s %%",
|
||||
"sanctuary.shaders.ore_emission": "Minerais émissifs",
|
||||
"sanctuary.shaders.ore_emission_help": "Avec le bloom : fait briller les inclusions des minerais sans éclairer leur roche. Effet visuel uniquement.",
|
||||
"sanctuary.shaders.ore_emission_help": "Fait briller les inclusions des minerais sans éclairer leur roche, même avec le bloom coupé ou à zéro. Activé par défaut. Effet visuel uniquement.",
|
||||
"sanctuary.shaders.ore_intensity": "Émission des minerais",
|
||||
"sanctuary.shaders.ore_intensity_help": "Luminosité des inclusions. Aucun changement de la lumière du monde ou des apparitions de mobs.",
|
||||
"sanctuary.shaders.ore_intensity_value": "Minerais : %s %%"
|
||||
"sanctuary.shaders.ore_intensity_value": "Minerais : %s %%",
|
||||
"sanctuary.shaders.ssgi": "SSGI · couleurs diffusées",
|
||||
"sanctuary.shaders.ssgi_help": "Expérimental : diffusion renforcée des couleurs entre surfaces visibles proches. Rayon 2,5 blocs. Les surfaces hors écran ne contribuent pas. Activé par défaut.",
|
||||
"sanctuary.shaders.ssgi_intensity": "Intensité du SSGI",
|
||||
"sanctuary.shaders.ssgi_intensity_help": "Force de la teinte diffusée. Zéro coupe le calcul et libère ses ressources. Aucun changement de lumière du monde.",
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI : %s %%",
|
||||
"sanctuary.shaders.pbr": "PBR · relief des matériaux",
|
||||
"sanctuary.shaders.pbr_help": "Expérimental : normales procédurales et rugosité des blocs, reflets du soleil et de la lune. Portée 32 blocs. Activé par défaut.",
|
||||
"sanctuary.shaders.pbr_intensity": "Intensité du PBR",
|
||||
"sanctuary.shaders.pbr_intensity_help": "Relief et reflets des matériaux. Zéro coupe le calcul et libère le cache. Ne modifie pas les textures originales.",
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR : %s %%",
|
||||
"sanctuary.shaders.lens_flare": "Lens flare · rectangles doux",
|
||||
"sanctuary.shaders.lens_flare_help": "Reflets rectangulaires du soleil et de la lune, aux bords dégradés. Les obstacles masquent les sources. Indépendant du halo de bloom.",
|
||||
"sanctuary.shaders.lens_flare_intensity": "Intensité du lens flare",
|
||||
"sanctuary.shaders.lens_flare_intensity_help": "Force des reflets célestes. Zéro désactive le calcul.",
|
||||
"sanctuary.shaders.lens_flare_intensity_value": "Lens flare : %s %%",
|
||||
"sanctuary.shaders.sunshafts": "Rayons solaires",
|
||||
"sanctuary.shaders.sunshafts_help": "Faisceaux de lumière dans les ouvertures du décor. Indépendants du bloom, portée liée aux ombres (64 blocs maximum).",
|
||||
"sanctuary.shaders.sunshaft_intensity": "Intensité des rayons",
|
||||
"sanctuary.shaders.sunshaft_intensity_help": "Force de la lumière dans l’air. Les rayons s’épaississent automatiquement avec le brouillard et les précipitations. Zéro désactive le calcul.",
|
||||
"sanctuary.shaders.sunshaft_intensity_value": "Rayons : %s %%",
|
||||
"sanctuary.shaders.colored_lights": "Lumières colorées",
|
||||
"sanctuary.shaders.colored_lights_help": "Les blocs lumineux et les objets portés teintent leurs environs, même hors écran. Apparition progressive, sans changer les règles de lumière du jeu.",
|
||||
"sanctuary.shaders.colored_light_intensity": "Intensité des lumières colorées",
|
||||
"sanctuary.shaders.colored_light_intensity_value": "Lumières colorées : %s %%",
|
||||
"sanctuary.shaders.colored_light_intensity_help": "Activé par défaut à 30 %. Zéro désactive le calcul. Les changements apparaissent progressivement.",
|
||||
"sanctuary.shaders.colored_light_distance": "Distance des lumières colorées",
|
||||
"sanctuary.shaders.colored_light_distance_value": "Lumières colorées : %s blocs",
|
||||
"sanctuary.shaders.colored_light_distance_help": "Distance d'affichage : 8 à 64 blocs. Les grandes distances utilisent plus de mémoire et de calcul. Fondu aux limites ; la portée de chaque source reste native.",
|
||||
"sanctuary.shaders.warm_torches": "Torches chaudes",
|
||||
"sanctuary.shaders.warm_torches_help": "Désactivé : les torches ordinaires conservent la température de couleur native. Activé : teinte orangée. Les autres sources gardent leurs propres couleurs."
|
||||
}
|
||||
|
||||
@@ -0,0 +1,91 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D WorldDepth;
|
||||
uniform sampler2D SceneColor;
|
||||
uniform sampler2D LightVolume;
|
||||
uniform sampler2D PreviousVolume;
|
||||
layout(std140) uniform ColoredLightScene {
|
||||
mat4 InverseViewProjection;
|
||||
vec4 CameraStrength;
|
||||
vec4 ClipSkyFog;
|
||||
vec4 FogDistance;
|
||||
vec4 VolumeSize;
|
||||
vec4 Atlas;
|
||||
vec4 PreviousCamera;
|
||||
vec4 PreviousAtlas;
|
||||
vec4 DynamicPosition[128];
|
||||
vec4 DynamicColor[128];
|
||||
};
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
vec3 positionAt(vec2 uv,float depth){
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,ClipSkyFog.x>.5?depth:depth*2.0-1.0,1);
|
||||
return p.xyz/p.w;
|
||||
}
|
||||
vec3 neighbor(vec2 uv,vec3 center){float d=texture(WorldDepth,uv).r;return d>0.0?positionAt(uv,d):center;}
|
||||
vec3 normalAt(vec3 p){
|
||||
vec2 pixel=1.0/vec2(textureSize(WorldDepth,0));
|
||||
vec3 l=p-neighbor(texCoord-vec2(pixel.x,0),p),r=neighbor(texCoord+vec2(pixel.x,0),p)-p;
|
||||
vec3 d=p-neighbor(texCoord-vec2(0,pixel.y),p),u=neighbor(texCoord+vec2(0,pixel.y),p)-p;
|
||||
vec3 dx=dot(l,l)>0.0&&(dot(l,l)<dot(r,r)||dot(r,r)==0.0)?l:r;
|
||||
vec3 dy=dot(d,d)>0.0&&(dot(d,d)<dot(u,u)||dot(u,u)==0.0)?d:u;
|
||||
float xx=dot(dx,dx),yy=dot(dy,dy);if(xx<1e-20||yy<1e-20)return vec3(0);
|
||||
vec3 n=cross(dx*inversesqrt(xx),dy*inversesqrt(yy));float nn=dot(n,n);if(nn<1e-12)return vec3(0);
|
||||
n*=inversesqrt(nn);return dot(n,-p)<0.0?-n:n;
|
||||
}
|
||||
vec4 cell(sampler2D volume,ivec3 p,vec4 atlas){
|
||||
int side=int(atlas.x),cols=int(atlas.y);
|
||||
p=clamp(p,ivec3(0),ivec3(side-1));
|
||||
vec4 v=texelFetch(volume,ivec2(p.x+(p.y%cols)*side,p.z+(p.y/cols)*side),0);
|
||||
vec3 spectrum=pow(vec3(.8),vec3(31)-v.rgb*(255.0/8.0))*step(vec3(.5/255.0),v.rgb);
|
||||
float peak=max(spectrum.r,max(spectrum.g,spectrum.b));
|
||||
float energy=max(0.0,(peak-pow(.8,15.0))/(1.0-pow(.8,15.0)));
|
||||
v.rgb=spectrum*(energy/max(peak,1e-12));
|
||||
return v;
|
||||
}
|
||||
vec4 field(sampler2D volume,vec3 p,vec4 atlas){
|
||||
vec3 edges=min(p,vec3(atlas.x)-p);
|
||||
float margin=smoothstep(14.0,18.0,min(edges.x,min(edges.y,edges.z)));if(margin<=0.0)return vec4(0);
|
||||
vec3 at=p-.5;ivec3 base=ivec3(floor(at));vec3 f=fract(at);vec4 result=vec4(0);
|
||||
for(int y=0;y<2;y++)for(int z=0;z<2;z++)for(int x=0;x<2;x++){
|
||||
float w=(x==0?1.0-f.x:f.x)*(y==0?1.0-f.y:f.y)*(z==0?1.0-f.z:f.z);
|
||||
result+=cell(volume,base+ivec3(x,y,z),atlas)*w;
|
||||
}
|
||||
result.rgb*=margin;return result;
|
||||
}
|
||||
vec3 tintGain(vec4 light,float amount){
|
||||
float energy=max(light.r,max(light.g,light.b));if(energy<1e-12)return vec3(1);
|
||||
vec3 tint=clamp(light.rgb/max(dot(light.rgb,vec3(.2126,.7152,.0722)),1e-12),vec3(.02),vec3(3));
|
||||
// Linear close to darkness: no fourth-root halo at the edge of a light pool.
|
||||
float response=energy/(energy+.08);
|
||||
return pow(tint,vec3(clamp(amount*response*(1.0-.8*light.a*ClipSkyFog.y),0.0,.95)));
|
||||
}
|
||||
void main(){
|
||||
vec3 scene=texture(SceneColor,texCoord).rgb;fragColor=vec4(scene,0);
|
||||
float depth=texture(WorldDepth,texCoord).r;if(depth<=0.0)return;
|
||||
vec3 p=positionAt(texCoord,depth),n=normalAt(p);if(dot(n,n)<.5)return;
|
||||
vec3 a=abs(n);float axis=max(a.x,max(a.y,a.z));
|
||||
// Sample outside opaque block faces. Bilinear atlas filtering would leak
|
||||
// across unrelated slices, so the eight neighbours are explicitly addressed.
|
||||
vec3 offset=n*(axis>.995?.51:.06);
|
||||
float border=1.0-smoothstep(VolumeSize.x*.75,VolumeSize.x,length(p));if(border<=0.0)return;
|
||||
vec4 light=field(LightVolume,p+CameraStrength.xyz+offset,Atlas);
|
||||
vec4 before=VolumeSize.y<1.0&&PreviousCamera.w>.5?field(PreviousVolume,p+PreviousCamera.xyz+offset,PreviousAtlas):vec4(0);
|
||||
vec3 dynamic=vec3(0);
|
||||
for(int i=0;i<int(VolumeSize.w);i++){
|
||||
vec3 delta=p-DynamicPosition[i].xyz;float square=dot(delta,delta),radius=DynamicPosition[i].w;
|
||||
if(square>=radius*radius)continue;
|
||||
float remaining=radius-sqrt(square);
|
||||
float power=max(0.0,(pow(.8,15.0-remaining)-pow(.8,15.0))/(1.0-pow(.8,15.0)));
|
||||
float response=power/(power+.08)*smoothstep(0.0,1.0,DynamicColor[i].a);
|
||||
float fadedPower=.08*response/max(1e-6,1.0-response);
|
||||
dynamic=max(dynamic,DynamicColor[i].rgb*fadedPower);
|
||||
}
|
||||
light.rgb=max(light.rgb,dynamic);before.rgb=max(before.rgb,dynamic);
|
||||
float fog=max(clamp((max(length(p.xz),abs(p.y))-FogDistance.x)/max(.001,FogDistance.y-FogDistance.x),0,1),clamp((length(p)-FogDistance.z)/max(.001,FogDistance.w-FogDistance.z),0,1));
|
||||
float amount=CameraStrength.w*1.35*border*(1.0-fog*ClipSkyFog.z)*smoothstep(0.0,1.0,VolumeSize.z);
|
||||
vec3 gain=tintGain(light,amount);
|
||||
// Fade the rendered response, preserving colour and avoiding a bright first frame.
|
||||
if(VolumeSize.y<1.0)gain=mix(tintGain(before,amount),gain,smoothstep(0.0,1.0,VolumeSize.y));
|
||||
fragColor=vec4(scene*gain,0);
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:bloom_scene.glsl>
|
||||
uniform sampler2D InputTexture;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
float softBox(vec2 center,vec2 halfSize){
|
||||
vec2 q=abs((texCoord-center)*vec2(FlareParams.y,1))/halfSize;
|
||||
float fade=1.0-smoothstep(.08,1.0,max(q.x,q.y));
|
||||
return fade*fade;
|
||||
}
|
||||
vec3 flare(vec4 source,vec3 light,vec3 tint){
|
||||
vec2 axis=source.xy-vec2(.5);
|
||||
float shape=softBox(source.xy,vec2(.26,.075))*.55;
|
||||
shape+=softBox(vec2(.5)-axis*.4,vec2(.115,.085))*.35;
|
||||
shape+=softBox(vec2(.5)-axis*.9,vec2(.055,.045))*.22;
|
||||
return light*tint*shape;
|
||||
}
|
||||
void main(){
|
||||
vec3 sun=texture(InputTexture,vec2(.25,.5)).rgb;
|
||||
vec3 moon=texture(InputTexture,vec2(.75,.5)).rgb;
|
||||
vec3 light=flare(FlareSun,sun,vec3(1,.92,.78))+flare(FlareMoon,moon,vec3(.75,.87,1));
|
||||
fragColor=vec4(1.0-exp(-light*FlareParams.x*6.0),0.0);
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:bloom_scene.glsl>
|
||||
uniform sampler2D InputTexture;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
vec4 source=gl_FragCoord.x<1.0?FlareSun:FlareMoon;
|
||||
fragColor=vec4(0.0);
|
||||
if(source.w<=0.0)return;
|
||||
float border=min(min(source.x,source.y),min(1.0-source.x,1.0-source.y));
|
||||
float edge=smoothstep(0.0,.08,border);
|
||||
if(edge<=0.0)return;
|
||||
vec3 color=vec3(0);
|
||||
// Two output pixels only: stable area integration, not a full-screen sampling loop.
|
||||
for(int y=0;y<16;y++)for(int x=0;x<16;x++){
|
||||
vec2 offset=(vec2(x,y)+.5)/16.0*2.0-1.0;
|
||||
vec2 uv=source.xy+offset*source.z/vec2(FlareParams.y,1);
|
||||
if(any(lessThan(uv,vec2(0)))||any(greaterThan(uv,vec2(1))))continue;
|
||||
color+=texture(InputTexture,uv).rgb;
|
||||
}
|
||||
fragColor=vec4(color/256.0*source.w*edge,1.0);
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D WorldDepth;
|
||||
uniform sampler2D SceneColor;
|
||||
uniform sampler2D BlockAtlas;
|
||||
uniform sampler2D MaterialAtlas;
|
||||
uniform sampler2D SunDepth;
|
||||
layout(std140) uniform PbrScene {
|
||||
mat4 PbrInverseVP;
|
||||
vec4 PbrSun;
|
||||
vec4 PbrParams;
|
||||
vec4 PbrFog;
|
||||
vec4 PbrEnvironment;
|
||||
};
|
||||
layout(std140) uniform PixelShadows {
|
||||
mat4 InverseViewProjection;
|
||||
mat4 LightMatrix;
|
||||
vec4 CameraFractionPixels;
|
||||
vec4 SunStrength;
|
||||
vec4 DistanceClipFog;
|
||||
vec4 EnvironmentFog;
|
||||
};
|
||||
layout(location=0) in vec3 relativePosition;
|
||||
layout(location=1) in vec2 blockUv;
|
||||
layout(location=2) in vec2 maskUv;
|
||||
layout(location=3) in vec4 tint;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
float visibility(vec3 p,vec3 n){
|
||||
if(PbrParams.z<0.5)return 1.0;
|
||||
vec3 world=p+CameraFractionPixels.xyz;
|
||||
vec3 snapped=(floor(world*CameraFractionPixels.w+.0001)+.5)/CameraFractionPixels.w;
|
||||
vec3 receiver=snapped+n*dot(world-snapped,n);
|
||||
vec4 light=LightMatrix*vec4(receiver+n*0.04+PbrSun.xyz*0.015,1.0);
|
||||
vec3 q=light.xyz/light.w;q.xy=q.xy*0.5+0.5;
|
||||
if(DistanceClipFog.y<0.5)q.z=q.z*0.5+0.5;
|
||||
if(any(lessThan(q,vec3(0)))||any(greaterThan(q,vec3(1))))return 1.0;
|
||||
return q.z>texture(SunDepth,q.xy).r+0.00015?0.0:1.0;
|
||||
}
|
||||
void main(){
|
||||
// Derivatives precede divergent discard; UV-space tangents preserve rotated/mirrored block textures.
|
||||
vec3 dx=dFdx(relativePosition),dy=dFdy(relativePosition);
|
||||
vec2 tx=dFdx(blockUv),ty=dFdy(blockUv);
|
||||
float det=tx.x*ty.y-tx.y*ty.x;
|
||||
vec3 baseNormal=normalize(cross(dx,dy));if(dot(baseNormal,-relativePosition)<0.0)baseNormal=-baseNormal;
|
||||
vec2 uv=gl_FragCoord.xy/vec2(textureSize(WorldDepth,0));float depth=texture(WorldDepth,uv).r;
|
||||
vec4 projected=PbrInverseVP*vec4(uv*2.0-1.0,PbrParams.y>0.5?depth:depth*2.0-1.0,1.0);
|
||||
vec3 visible=projected.xyz/projected.w;
|
||||
if(depth<=0.0||abs(length(visible)-length(relativePosition))>0.035||length(relativePosition)>=PbrParams.w||abs(det)<1e-12)discard;
|
||||
vec4 texel=texture(BlockAtlas,blockUv);if(texel.a<0.99)discard;
|
||||
vec3 tangent=normalize((dx*ty.y-dy*tx.y)/det),bitangent=normalize((dy*tx.x-dx*ty.x)/det);
|
||||
vec4 material=texture(MaterialAtlas,maskUv);
|
||||
// RG stores signed height derivatives; B roughness, A metalness, not transparency.
|
||||
vec2 slope=(material.rg*255.0-128.0)/127.0*PbrParams.x*2.0;
|
||||
vec3 n=normalize(baseNormal+tangent*slope.x+bitangent*slope.y);
|
||||
vec3 l=normalize(PbrSun.xyz),v=normalize(-relativePosition),h=normalize(l+v);
|
||||
float nl=max(dot(n,l),0.0),nv=max(dot(n,v),0.001),nh=max(dot(n,h),0.0),vh=max(dot(v,h),0.0);
|
||||
float roughness=max(material.b,0.25),alpha=roughness*roughness,a2=alpha*alpha;
|
||||
float denom=nh*nh*(a2-1.0)+1.0;
|
||||
float distribution=a2/max(3.14159265*denom*denom,0.00001);
|
||||
float k=(roughness+1.0)*(roughness+1.0)/8.0;
|
||||
float geometry=nv/(nv*(1.0-k)+k)*nl/max(nl*(1.0-k)+k,0.00001);
|
||||
vec3 albedo=texel.rgb*tint.rgb;albedo*=albedo;
|
||||
vec3 f0=mix(vec3(0.04),albedo,material.a);
|
||||
vec3 fresnel=f0+(1.0-f0)*pow(1.0-vh,5.0);
|
||||
vec3 specular=distribution*geometry*fresnel/max(4.0*nv*nl,0.0001)*nl;
|
||||
float fog=max(clamp((max(length(relativePosition.xz),abs(relativePosition.y))-PbrFog.x)/max(PbrFog.y-PbrFog.x,.001),0.0,1.0),
|
||||
clamp((length(relativePosition)-PbrFog.z)/max(PbrFog.w-PbrFog.z,.001),0.0,1.0));
|
||||
float amount=PbrSun.w*pow(tint.a,8.0)*visibility(relativePosition,baseNormal)*(1.0-fog*PbrEnvironment.x)
|
||||
*(1.0-smoothstep(PbrParams.w*.75,PbrParams.w,length(relativePosition)));
|
||||
if(amount<=0.0001)discard;
|
||||
vec3 scene=texture(SceneColor,uv).rgb;vec3 linear=scene*scene;
|
||||
// Native diffuse light already exists. Apply only the perturbed-normal difference, then add GGX.
|
||||
float relief=(nl-max(dot(baseNormal,l),0.0))*.7;
|
||||
vec3 lit=clamp(linear*(1.0+relief*amount),0.0,1.0);
|
||||
vec3 shine=min(specular*PbrParams.x*amount*3.0,vec3(0.5));
|
||||
lit+=(1.0-lit)*(1.0-exp(-shine));
|
||||
fragColor=vec4(sqrt(clamp(lit,0.0,1.0)),1.0);
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <minecraft:dynamictransforms.glsl>
|
||||
layout(location=0) in vec3 Position;
|
||||
layout(location=1) in vec4 Color;
|
||||
layout(location=2) in vec2 UV0;
|
||||
layout(location=3) in vec2 UV3;
|
||||
layout(location=0) out vec3 relativePosition;
|
||||
layout(location=1) out vec2 blockUv;
|
||||
layout(location=2) out vec2 maskUv;
|
||||
layout(location=3) out vec4 tint;
|
||||
void main(){gl_Position=ModelViewMat*vec4(Position,1.0);relativePosition=Position+ModelOffset;blockUv=UV0;maskUv=UV3;tint=Color;}
|
||||
@@ -0,0 +1,35 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:ssgi.glsl>
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
vec2 surface=giTexel(texCoord);float depth=texture(WorldDepth,surface).r;
|
||||
if(depth<=0.0)discard;
|
||||
vec3 p=giPosition(surface,depth),normal=giNormal(surface,p);
|
||||
float confidence=giConfidence(p,normal);if(confidence<=0.0)discard;
|
||||
vec2 size=vec2(textureSize(IndirectLight,0)),coord=texCoord*size-0.5,base=floor(coord),f=fract(coord);
|
||||
vec3 bounce=vec3(0.0);float total=0.0;
|
||||
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
|
||||
vec2 uv=(base+vec2(x,y)+0.5)/size;
|
||||
vec4 sampleLight=texture(IndirectLight,uv);
|
||||
if(sampleLight.a<=0.0)continue;
|
||||
vec2 surfaceUV=giTexel(uv);vec3 q=giPosition(surfaceUV,texture(WorldDepth,surfaceUV).r);
|
||||
float plane=abs(dot(q-p,normal));
|
||||
// Bilateral reconstruction never blends a wall's light into the foreground silhouette.
|
||||
if(plane>0.06||length(q-p)>0.5)continue;
|
||||
float weight=(x==0?1.0-f.x:f.x)*(y==0?1.0-f.y:f.y)*(1.0-smoothstep(0.01,0.06,plane));
|
||||
bounce+=sampleLight.rgb*weight;total+=weight;
|
||||
}
|
||||
if(total<=0.0001)discard;
|
||||
if(max(bounce.r,max(bounce.g,bounce.b))<=0.0)discard;
|
||||
vec3 scene=texture(SceneColor,texCoord).rgb;
|
||||
vec3 linearScene=scene*scene;
|
||||
// Artistic single-bounce gain: the old gamma-space screen blend hid almost all
|
||||
// of the transport on bright blocks. Compose in approximate linear light and
|
||||
// encode once; a soft shoulder keeps strong bounce below channel clipping.
|
||||
vec3 irradiance=bounce/total*(GISettings.x*96.0*confidence);
|
||||
vec3 reflected=linearScene*irradiance;
|
||||
vec3 lit=linearScene+(1.0-linearScene)*(1.0-exp(-reflected));
|
||||
fragColor=vec4(sqrt(clamp(lit,0.0,1.0)),0.0);
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:ssgi.glsl>
|
||||
layout(std140) uniform GIBlur { vec4 Direction; };
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
vec4 center=texture(IndirectLight,texCoord);fragColor=center;
|
||||
if(center.a<=0.0)return;
|
||||
vec2 uv=giTexel(texCoord);float depth=texture(WorldDepth,uv).r;
|
||||
if(depth<=0.0)return;
|
||||
vec3 p=giPosition(uv,depth),n=giNormal(uv,p);
|
||||
if(length(n)<.9)return;
|
||||
vec2 pixel=Direction.xy/vec2(textureSize(IndirectLight,0));
|
||||
vec2 nearUV=giTexel(texCoord+pixel);
|
||||
float nearDepth=texture(WorldDepth,nearUV).r;
|
||||
float footprint=nearDepth>0.0?length(giPosition(nearUV,nearDepth)-p):.12;
|
||||
// Approx. 0.36 block support, capped at 24 half-resolution pixels at close range.
|
||||
float stride=clamp(.12/max(footprint,.001),1.0,8.0);
|
||||
vec3 total=center.rgb;float weight=1.0;
|
||||
for(int i=-3;i<=3;i++){
|
||||
if(i==0)continue;
|
||||
vec2 tap=texCoord+pixel*(float(i)*stride);
|
||||
if(any(lessThan(tap,vec2(0)))||any(greaterThan(tap,vec2(1))))continue;
|
||||
vec4 light=texture(IndirectLight,tap);if(light.a<=0.0)continue;
|
||||
vec2 surface=giTexel(tap);float d=texture(WorldDepth,surface).r;if(d<=0.0)continue;
|
||||
vec3 q=giPosition(surface,d);float plane=abs(dot(q-p,n));
|
||||
// Only blur the indirect light on the same receiving plane, never scene textures or silhouettes.
|
||||
if(plane>.035||length(q-p)>.7)continue;
|
||||
float w=exp(-float(i*i)*.32)*(1.0-smoothstep(.01,.035,plane));
|
||||
total+=light.rgb*w;weight+=w;
|
||||
}
|
||||
fragColor=vec4(total/weight,center.a);
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:ssgi.glsl>
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
fragColor=vec4(0.0);
|
||||
vec2 uv=giTexel(texCoord);float depth=texture(WorldDepth,uv).r;
|
||||
if(depth<=0.0)return;
|
||||
vec3 p=giPosition(uv,depth);float distance=length(p);
|
||||
if(distance>=GISettings.w)return;
|
||||
vec3 n=giNormal(uv,p);
|
||||
if(length(n)<0.9)return;
|
||||
vec3 tangent=normalize(cross(n,abs(n.y)<0.9?vec3(0,1,0):vec3(0,0,1)));
|
||||
vec3 bitangent=cross(n,tangent),sum=vec3(0.0);
|
||||
// Fixed hemisphere directions; no per-frame stochastic noise or temporal history.
|
||||
for(int ray=0;ray<12;ray++){
|
||||
float angle=6.2831853*(float(ray<8?ray:ray-8)+0.5)/float(ray<8?8:4);
|
||||
float elevation=ray<8?0.4:0.85;
|
||||
vec3 direction=n*elevation+(tangent*cos(angle)+bitangent*sin(angle))*sqrt(1.0-elevation*elevation);
|
||||
vec3 start=p+n*0.045;
|
||||
for(int step=1;step<=10;step++){
|
||||
float travel=GISettings.z*float(step)/10.0;
|
||||
vec3 probe=start+direction*travel;
|
||||
vec4 clip=ViewProjection*vec4(probe,1.0);
|
||||
if(clip.w<=0.05)break;
|
||||
float probeDepth=clip.z/clip.w;
|
||||
if(GISettings.y<0.5)probeDepth=probeDepth*.5+.5;
|
||||
if(probeDepth<=0.0||probeDepth>=1.0)break;
|
||||
vec2 hitUV=clip.xy/clip.w*0.5+0.5;
|
||||
if(any(lessThan(hitUV,vec2(0.002)))||any(greaterThan(hitUV,vec2(0.998))))break;
|
||||
hitUV=giTexel(hitUV);float hitDepth=texture(WorldDepth,hitUV).r;
|
||||
if(hitDepth<=0.0)continue;
|
||||
vec3 hit=giPosition(hitUV,hitDepth);float behind=length(probe)-length(hit);
|
||||
if(behind<=0.015)continue;
|
||||
// First occluder terminates the ray even when too thick: never continue behind a wall.
|
||||
vec3 delta=hit-p;float separation=length(delta);
|
||||
if(behind<0.35&&separation>0.08&&separation<GISettings.z&&dot(delta,n)>0.03){
|
||||
vec3 hitNormal=giNormal(hitUV,hit);
|
||||
float facing=max(0.0,dot(hitNormal,-normalize(delta)));
|
||||
float edge=smoothstep(0.0,0.06,min(min(hitUV.x,hitUV.y),min(1.0-hitUV.x,1.0-hitUV.y)));
|
||||
vec3 color=texture(SceneColor,hitUV).rgb;
|
||||
float falloff=1.0-separation/GISettings.z;
|
||||
// Vanilla already supplies neutral ambient light. Transport the chromatic
|
||||
// remainder instead of re-injecting bright grey ground into every nearby face.
|
||||
vec3 linear=color*color;
|
||||
vec3 chroma=linear-vec3(min(linear.r,min(linear.g,linear.b)));
|
||||
float confidence=smoothstep(.05,.3,clip.w)*(1.0-smoothstep(.12,.35,behind));
|
||||
sum+=chroma*facing*falloff*edge*giFog(hit)*confidence;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
fragColor=vec4(sum/12.0*giFog(p)*(1.0-smoothstep(GISettings.w*0.75,GISettings.w,distance)),distance);
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:sunshafts.glsl>
|
||||
uniform sampler2D ShaftLight;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
float end=shaftEnd(shaftTexel(texCoord));
|
||||
vec2 size=vec2(textureSize(ShaftLight,0)),at=texCoord*size-.5,base=floor(at),f=fract(at);
|
||||
vec3 sum=vec3(0);float weight=0.0;
|
||||
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
|
||||
vec4 light=texture(ShaftLight,(base+vec2(x,y)+.5)/size);
|
||||
float tolerance=.15+end*.035;
|
||||
float compatible=1.0-smoothstep(tolerance*.2,tolerance,abs(light.a-end));
|
||||
float w=(x==0?1.0-f.x:f.x)*(y==0?1.0-f.y:f.y)*compatible;
|
||||
sum+=light.rgb*w;weight+=w;
|
||||
}
|
||||
if(weight<.0001)discard;
|
||||
// Smooth energy shoulder and near-contact fade; preserve framebuffer alpha.
|
||||
fragColor=vec4(1.0-exp(-sum/weight*smoothstep(.03,.2,end)),0);
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:sunshafts.glsl>
|
||||
uniform sampler2D SunDepth;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
float sunlight(vec3 point){
|
||||
vec4 light=LightMatrix*vec4(point+CameraFractionPixels.xyz,1);
|
||||
vec3 q=light.xyz/light.w;q.xy=q.xy*.5+.5;
|
||||
if(DistanceClipFog.y<.5)q.z=q.z*.5+.5;
|
||||
// No clamped shadow-map edge may become a fictitious column of light.
|
||||
float border=min(min(q.x,q.y),min(1.0-q.x,1.0-q.y));
|
||||
if(border<=0.0||q.z<=0.0||q.z>=1.0)return 0.0;
|
||||
vec2 size=vec2(textureSize(SunDepth,0));
|
||||
// Fixed world-scale footprint softens the volume, not the block textures.
|
||||
vec2 footprint=max(vec2(1.0)/size,vec2(.12/(DistanceClipFog.x+16.0)));
|
||||
float lit=0.0;
|
||||
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
|
||||
float depth=texture(SunDepth,q.xy+(vec2(x,y)-.5)*footprint).r;
|
||||
lit+=smoothstep(-.00035,.00035,depth-q.z);
|
||||
}
|
||||
return lit*.25*smoothstep(0.0,.06,border)*smoothstep(0.0,.03,min(q.z,1.0-q.z));
|
||||
}
|
||||
void main(){
|
||||
vec2 uv=shaftTexel(texCoord);float end=shaftEnd(uv);
|
||||
vec3 ray=normalize(shaftPosition(uv,.0001));
|
||||
float total=0.0,range=ShaftSettings.y;
|
||||
// Quadratic, deterministic segments resolve nearby occluders without frame noise.
|
||||
// Partial last segments fade continuously as a wall approaches the camera.
|
||||
for(int i=0;i<16;i++){
|
||||
float a=float(i)/16.0,b=float(i+1)/16.0;
|
||||
float start=range*a*a,stop=min(end,range*b*b);
|
||||
float span=max(0.0,stop-start);if(span<=0.0)break;
|
||||
float t=(start+stop)*.5;
|
||||
float distanceFade=1.0-smoothstep(range*.7,range,t);
|
||||
total+=sunlight(ray*t)*span*exp(-t/24.0*ShaftAtmosphere.z)*distanceFade;
|
||||
}
|
||||
// Thick air scatters into wider viewing angles, while extinguishing distant light.
|
||||
// Keep the shadow footprint unchanged: weather cannot open a hole in a solid wall.
|
||||
float base=mix(.12,.30,ShaftAtmosphere.y);
|
||||
float phase=base+(1.0-base)*pow(max(0.0,dot(ray,SunStrength.xyz)),mix(4.0,2.0,ShaftAtmosphere.y));
|
||||
float weather=ShaftAtmosphere.w;
|
||||
float fogDistance=max(abs(ray.x),max(abs(ray.y),abs(ray.z)))*end;
|
||||
float nativeFog=1.0-smoothstep(DistanceClipFog.z,max(DistanceClipFog.z+.01,DistanceClipFog.w),fogDistance);
|
||||
float amount=total*.018*phase*weather*ShaftSettings.x*nativeFog*ShaftAtmosphere.x;
|
||||
fragColor=vec4(ShaftColor.rgb*amount,end);
|
||||
}
|
||||
@@ -6,6 +6,9 @@ layout(std140) uniform BloomScene {
|
||||
vec4 MoonDirection;
|
||||
vec4 FogDistance;
|
||||
vec4 FogInfo;
|
||||
vec4 FlareSun; // projected UV, sampling radius in screen-height units, visibility
|
||||
vec4 FlareMoon;
|
||||
vec4 FlareParams; // strength, aspect ratio, reserved, reserved
|
||||
};
|
||||
vec3 bloomPosition(vec2 uv,float depth) {
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,BloomParams.y>0.5?depth:depth*2.0-1.0,1.0);
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
uniform sampler2D WorldDepth;
|
||||
uniform sampler2D SceneColor;
|
||||
uniform sampler2D IndirectLight;
|
||||
layout(std140) uniform GIParams {
|
||||
mat4 InverseViewProjection;
|
||||
mat4 ViewProjection;
|
||||
vec4 GISettings; // strength, zero-to-one clip, local radius, view range
|
||||
vec4 GIFog;
|
||||
vec4 GIEnvironment;
|
||||
};
|
||||
vec3 giPosition(vec2 uv,float depth){
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,GISettings.y>0.5?depth:depth*2.0-1.0,1.0);
|
||||
return p.xyz/p.w;
|
||||
}
|
||||
vec2 giTexel(vec2 uv){
|
||||
vec2 size=vec2(textureSize(WorldDepth,0));
|
||||
return (clamp(floor(uv*size),vec2(0),size-1.0)+0.5)/size;
|
||||
}
|
||||
vec3 giNeighbor(vec2 uv,vec3 center){
|
||||
uv=giTexel(uv);float depth=texture(WorldDepth,uv).r;
|
||||
return depth>0.0?giPosition(uv,depth):center;
|
||||
}
|
||||
vec3 giNormal(vec2 uv,vec3 p){
|
||||
vec2 pixel=1.0/vec2(textureSize(WorldDepth,0));
|
||||
vec3 l=p-giNeighbor(uv-vec2(pixel.x,0),p),r=giNeighbor(uv+vec2(pixel.x,0),p)-p;
|
||||
vec3 d=p-giNeighbor(uv-vec2(0,pixel.y),p),u=giNeighbor(uv+vec2(0,pixel.y),p)-p;
|
||||
vec3 dx=dot(l,l)>0.0&&(dot(l,l)<dot(r,r)||dot(r,r)==0.0)?l:r;
|
||||
vec3 dy=dot(d,d)>0.0&&(dot(d,d)<dot(u,u)||dot(u,u)==0.0)?d:u;
|
||||
// Normalize directions BEFORE the cross product. Pixel area approaches zero
|
||||
// near a surface (or at high resolution); it is not a validity criterion.
|
||||
float xx=dot(dx,dx),yy=dot(dy,dy);
|
||||
if(xx<1e-20||yy<1e-20)return vec3(0);
|
||||
vec3 n=cross(dx*inversesqrt(xx),dy*inversesqrt(yy));
|
||||
float nn=dot(n,n);if(nn<1e-12)return vec3(0);n*=inversesqrt(nn);
|
||||
vec3 a=abs(n);
|
||||
if(max(a.x,max(a.y,a.z))>.995){
|
||||
n=a.x>a.y&&a.x>a.z?vec3(sign(n.x),0,0):a.y>a.z?vec3(0,sign(n.y),0):vec3(0,0,sign(n.z));
|
||||
}
|
||||
return dot(n,-p)<0.0?-n:n;
|
||||
}
|
||||
float giConfidence(vec3 p,vec3 n){
|
||||
// Distance to the receiving plane, not radial distance: no circular cut in
|
||||
// a flat wall. Fade before entering it; also soften nearly tangent views.
|
||||
float planeDistance=abs(dot(p,n));
|
||||
return smoothstep(.06,.4,planeDistance)*smoothstep(.025,.12,planeDistance/max(length(p),.0001));
|
||||
}
|
||||
float giFog(vec3 p){
|
||||
float a=clamp((max(length(p.xz),abs(p.y))-GIFog.x)/max(GIFog.y-GIFog.x,0.001),0.0,1.0);
|
||||
float b=clamp((length(p)-GIFog.z)/max(GIFog.w-GIFog.z,0.001),0.0,1.0);
|
||||
return 1.0-max(a,b)*GIEnvironment.x;
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
layout(std140) uniform PixelShadows {
|
||||
mat4 InverseViewProjection;
|
||||
mat4 LightMatrix;
|
||||
vec4 CameraFractionPixels;
|
||||
vec4 SunStrength;
|
||||
vec4 DistanceClipFog;
|
||||
vec4 EnvironmentFog;
|
||||
};
|
||||
layout(std140) uniform ShaftParams {
|
||||
vec4 ShaftColor; vec4 ShaftSettings;
|
||||
vec4 ShaftAtmosphere; // density, angular diffusion, extinction, available daylight
|
||||
};
|
||||
uniform sampler2D WorldDepth;
|
||||
vec2 shaftTexel(vec2 uv){
|
||||
vec2 size=vec2(textureSize(WorldDepth,0));
|
||||
return (clamp(floor(uv*size),vec2(0),size-1.0)+.5)/size;
|
||||
}
|
||||
vec3 shaftPosition(vec2 uv,float depth){
|
||||
float z=DistanceClipFog.y>.5?depth:depth*2.0-1.0;
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,z,1);
|
||||
return p.xyz/p.w;
|
||||
}
|
||||
float shaftEnd(vec2 uv){
|
||||
float depth=texture(WorldDepth,uv).r;
|
||||
return depth<=0.0?ShaftSettings.y:min(ShaftSettings.y,length(shaftPosition(uv,depth)));
|
||||
}
|
||||
@@ -52,6 +52,13 @@ public final class Dynamic030Smoke {
|
||||
for(var light:lights)expected=Math.max(expected,(int)Math.max(0,(light.light()-Math.sqrt(light.distanceSquared(x,y,z)))*16));
|
||||
require(indexed.apply(nativeSky,x,y,z)==(nativeSky|expected),"Indexed samples agree with brute-force oracle");
|
||||
}
|
||||
var colored=new DynamicLightField.Collector(4);colored.add(42,false,2,3,4,10,0x55BDFF);
|
||||
var blue=colored.finish(32,0,0,0,42);var blueField=new DynamicLightField.Snapshot(blue);
|
||||
require(blueField.sources().iterator().next().color()==0x55BDFF,"Snapshot retains source colour");
|
||||
require((blueField.apply(nativeSky,2,3,4)&255)==160,"RGB metadata preserves native intensity");
|
||||
var changed=new DynamicLightField.Collector(4);changed.add(42,false,2,3,4,10,0x62FFA0);
|
||||
field.update(blue);require(field.update(changed.finish(32,0,0,0,42)),"Same intensity can change colour");
|
||||
require(blueField.sources().iterator().next().color()==0x55BDFF,"Older coloured snapshot remains immutable");
|
||||
long begin=System.nanoTime();long sum=0;
|
||||
for(int i=0;i<1000000;i++)sum+=stress.apply(0,i%80,2,(i/80)%80);
|
||||
System.out.printf("LIGHT-01 passed: 10,000-drop clustering, 100,000 oracle samples; 1M cached queries %.1f ms (checksum %d)%n",(System.nanoTime()-begin)/1e6,sum);
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
name = "Sanctuary"
|
||||
author = "KOKA99CAB"
|
||||
version = "beta.130"
|
||||
version = "beta.140"
|
||||
pack-format = "packwiz:1.1.0"
|
||||
|
||||
[index]
|
||||
|
||||
Reference in New Issue
Block a user