Compare commits
3
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
534dfec4f8 | ||
|
|
26e305d15f | ||
|
|
35103a7ea8 |
@@ -20,14 +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.128** stabilise les ombres pixélisées, atténue le soleil au
|
||||
zénith et ajoute les ombres légères de la lune et le feuillage irrégulier.
|
||||
**Options → Shaders → Sanctuary · Vanilla Light** : les réglages de finesse et
|
||||
de portée sont conservés. Le [ticket de livraison](docs/shader-beta128.md)
|
||||
décrit le résultat et ses vérifications. Les gemmes, sculptures et découvertes
|
||||
de beta.126 restent inchangées. La release est publiée et l'instance
|
||||
**Sanctuary Beta** synchronisée, sauvegardes et réglages conservés. Packs
|
||||
normal/Test et template sont également disponibles dans `build/`.
|
||||
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, les vérifications et l'état de distribution.
|
||||
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.
|
||||
@@ -38,6 +36,20 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
|
||||
l’étude de Xaero et des alternatives libres.
|
||||
|
||||
|
||||
## beta.130 — Bloom, minerais émissifs et précision commune
|
||||
|
||||
Halo réglable des sources lumineuses et inclusions des vingt textures de
|
||||
minerais ; réglages par défaut 32/128/16 et ombres activées.
|
||||
[Contrat et vérifications](docs/shader-beta130.md).
|
||||
|
||||
## beta.129 — Reflets CTM et ombres jusqu'à 256 blocs
|
||||
|
||||
Reflets connectés réglables, cinq portées indépendantes, soleil plein à midi
|
||||
et correction du réalignement cyclique de la grille d'ombres.
|
||||
[Contrat et vérifications](docs/shader-beta129.md) ·
|
||||
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.129/Sanctuary-beta.129.mrpack) ·
|
||||
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.129/Sanctuary-Test-beta.129.mrpack).
|
||||
|
||||
## beta.128 — Ombres stables, lune et feuillage
|
||||
|
||||
Grille de réception stabilisée, contours nets des blocs, atténuation à midi,
|
||||
|
||||
@@ -14,6 +14,18 @@ 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.129 — reflets CTM et portées 16–256 blocs
|
||||
|
||||
Reflets connectés entre tous les matériaux coplanaires, portée indépendante,
|
||||
ombres à 128/256 blocs, intensité rétablie à midi et correction du réalignement
|
||||
cyclique de la grille lumineuse. [Contrat et vérifications](shader-beta129.md).
|
||||
[Release beta.129](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.129)
|
||||
publiée ; canal `2eaa0130a4cd475c598beefdab40f48fc8681ab7`. Deux synchronisations isolées
|
||||
puis deux dans la même instance **Sanctuary Beta** réussies. Les 923 fichiers
|
||||
personnels suivis, réglages de shaders compris, sont conservés. Aucun monde
|
||||
personnel ouvert ; copie préalable dans `sanctuary-backups/before-beta.129/`.
|
||||
Packs normal/Test et template copiés et vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.128 — stabilité des ombres, lune et feuillage
|
||||
|
||||
Ombres des blocs nettes et stabilisées, atténuation à midi, lune légère et
|
||||
|
||||
@@ -0,0 +1,119 @@
|
||||
# SHADER-129 — arêtes connectées et portées étendues
|
||||
|
||||
Demandes du 17 septembre 2026 : highlight optionnel, puis raccordement CTM de
|
||||
tous les blocs coplanaires, portée indépendante 16–256 blocs, ombres à 128/256,
|
||||
suppression de l'atténuation au zénith et du réalignement cyclique des ombres.
|
||||
Branche `codex/edge-highlights-beta129`, socle beta.128, Minecraft 26.3 / Java 25.
|
||||
|
||||
## Résultat
|
||||
|
||||
Dans **Options → Shaders → Sanctuary · Vanilla Light**, les reflets sur les
|
||||
arêtes sont désactivés par défaut. L'intensité va de 0 à 100 ; la valeur 30
|
||||
éclaircit au maximum de 12 %. Leur portée se règle indépendamment des ombres :
|
||||
**16, 32, 64, 128 ou 256 blocs**. Les anciens réglages restent conservés.
|
||||
|
||||
Le highlight raccorde les surfaces plates, y compris entre matériaux différents,
|
||||
sans dessiner les jonctions intérieures. Il suit les contours visibles du relief,
|
||||
y compris les dalles et escaliers. Il multiplie la couleur existante pour garder
|
||||
les pixels des textures et composer avec les ombres. Ce CTM géométrique utilise
|
||||
la profondeur déjà produite par Minecraft : aucune liste de blocs autorisés,
|
||||
aucun pack CTM à fournir, aucune exploration CPU du volume de 256 blocs.
|
||||
Une cassure/repose modifie le contour dès que le terrain natif est réaffiché.
|
||||
|
||||
Le trait proche suit la grille de 1/16 de bloc. À distance, la couverture devient
|
||||
partielle pour limiter le scintillement des traits plus petits qu'un pixel.
|
||||
La portée choisie s'efface progressivement dans son dernier quart et respecte
|
||||
la brume ainsi que la distance de rendu. Une passe plein écran, quatre sondes
|
||||
de profondeur et un tampon uniforme de 176 octets ; aucun retour GPU vers CPU
|
||||
en production. L'arrêt de l'option ou une intensité nulle libèrent ce tampon.
|
||||
|
||||
Ce n'est pas un remplacement des textures par des variantes CTM. Le calcul
|
||||
concerne les faces visibles alignées sur la grille : les faces hors écran,
|
||||
les surfaces transparentes absentes de la profondeur et les géométries
|
||||
arbitrairement inclinées ne sont pas reconstruites. À très grande distance,
|
||||
les détails plus petits qu'un pixel peuvent rester imperceptibles. Aucun
|
||||
chargement de chunk forcé, aucune promesse de FPS.
|
||||
|
||||
Les ombres proposent les cinq mêmes portées. La carte reste plafonnée à
|
||||
4096 × 4096 : les grandes distances réduisent sa précision spatiale. Le cache
|
||||
garde ses limites de 96 Mio, quatre sections et 3 ms souples de construction
|
||||
par image ; la réconciliation des chunks est limitée aux ticks et changements
|
||||
de caméra/terrain plutôt qu'à toutes les images.
|
||||
|
||||
L'intensité solaire reste pleine au zénith. Les contours opaques restent nets,
|
||||
le filtrage du feuillage et les ombres légères de la lune sont conservés.
|
||||
Le réalignement de la grille lumineuse a lieu au changement d'ancrage de la
|
||||
caméra, avec transfert de phase par texels entiers. La rotation du soleil ne
|
||||
réarrondit plus la projection de l'origine mondiale à chaque image, source
|
||||
de sauts périodiques amplifiés aux grandes coordonnées. Le soleil continue
|
||||
d'avancer ; une ombre pixélisée peut naturellement changer de case. Cette
|
||||
correction ne modifie pas l'horloge serveur ni sa cadence native.
|
||||
|
||||
Textes FR/EN. Aucun changement de règles, sauvegardes, génération, gemmes,
|
||||
sculptures ou découvertes.
|
||||
|
||||
## Vérifications et livraison
|
||||
|
||||
Le client natif réussit en **2 min 41 s**, dans un monde neuf plat, graine 122,
|
||||
sur macOS / Apple M1 / OpenGL :
|
||||
|
||||
- CTM : 596 échantillons éclaircis sur le contour et 65 068 conservés ; les
|
||||
20 centres et 20 jonctions coplanaires ciblés restent intacts, y compris
|
||||
au changement de matériau. L'intensité 90 produit environ trois fois le gain.
|
||||
- Ouverture d'un trou : 716 échantillons éclaircis ; la fermeture restitue
|
||||
l'image connectée. Au-delà de 16 blocs, le réglage 16 supprime le contour ;
|
||||
le réglage 64 le rétablit (254 échantillons éclaircis).
|
||||
- Cinq portées CTM et cinq portées d'ombres, persistance/clamp, migration des
|
||||
anciennes préférences, arrêt/libération, rechargement, caméra et vue oblique
|
||||
avec ombres. Captures françaises/anglaises inspectées ; suppression ensuite
|
||||
d'un préfixe redondant dans le libellé de portée.
|
||||
- Soleil, lune, nouvelle lune, ombres opaques nettes à midi et transmission
|
||||
du feuillage restent vérifiés. Casters hors écran et retrait/repose actifs.
|
||||
- 2 000 petits pas solaires aux coordonnées ±100 000 vérifient l'absence de
|
||||
saut de translation de la carte ; changement d'ancrage par texels entiers.
|
||||
La séquence du vrai service realtime suit 294 images : angle avancé de
|
||||
0,000694 radian, aucun rebond dans les 65 664 échantillons de sol suivis.
|
||||
Sur cette courte séquence, aucune case opaque n'a changé ; cela ne constitue
|
||||
pas une mesure de mouvement visible sur une journée entière.
|
||||
|
||||
La fixture initiale capturait parfois le terrain avant la fin de sa construction
|
||||
native : elle attend désormais la réception de toute la plateforme et la fin
|
||||
compilée des sections. Aucun changement de gameplay pour contourner ce problème.
|
||||
|
||||
Commande : `./gradlew :sanctuary:runClientGameTest -PsanctuaryClientTests=true
|
||||
-PsanctuaryPixelShadows122ClientTests=true -PsanctuaryClientNoVsync=true
|
||||
-PsanctuaryQuickTests=true`. Log `build/shader129-client.log`, captures sous
|
||||
`mods/sanctuary/build/run/clientGameTest/screenshots/`.
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 17 s**, 126 tâches. Une dernière passe d’assemblage intègre
|
||||
la simplification du libellé de portée (2 min 18 s). Les archives sont vérifiées :
|
||||
**17 entrées de production** diffèrent de beta.128, limitées au shader et à ses
|
||||
interfaces. Même JAR dans normal/Test, sources archivées conformes, ressources
|
||||
du template exactes, assets des gemmes inchangés. Aucun monde ni test embarqué.
|
||||
Le serveur GameTest dédié
|
||||
reste exclu conformément au refus antérieur de son EULA. Aucun monde personnel
|
||||
utilisé pour les essais, aucun résultat Windows/Vulkan revendiqué.
|
||||
|
||||
|
||||
Archives vérifiées dans `build/` et recopiées dans le dossier de livraison
|
||||
habituel `sanctuary-beta/build/` :
|
||||
|
||||
- Normal : 10 353 946 octets, SHA-256
|
||||
`2c7735194faab8a699004e69ad543ce6e8fabdebe297b759bffd31fea2dcc2e8`.
|
||||
- Test : 10 372 872 octets, SHA-256
|
||||
`cca572ee313d1d7e66ed745bb48bac62490998760d9b7bbfc7a1f6d60c430dce`.
|
||||
- JAR Sanctuary :
|
||||
`ca3e2ff4e0717a3a54c1d57478d43aade39d001b71c4eec745d76f010f7def54`.
|
||||
|
||||
[Release beta.129](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.129)
|
||||
publiée depuis `35103a7ea8635dc4ed26293f00e86d99aaacfca8`. Canal packwiz
|
||||
`2eaa0130a4cd475c598beefdab40f48fc8681ab7`. Deux synchronisations isolées puis deux synchronisations
|
||||
dans l'instance **Sanctuary Beta** ont réussi. Les **923 fichiers personnels**
|
||||
suivis, dont les réglages de shader, sont inchangés. Aucun monde personnel ouvert.
|
||||
Sauvegarde préalable des fichiers gérés : `sanctuary-backups/before-beta.129/`.
|
||||
Le JAR installé a le hash vérifié ci-dessus. Reçus locaux :
|
||||
`build/shader129-artifact.json`, `build/shader129-isolated.json` et
|
||||
`build/shader129-prism.json`. Le checkout initial avec ses modifications en
|
||||
cours a été préservé ; seule la copie des archives versionnées rejoint son
|
||||
répertoire `build/`.
|
||||
@@ -0,0 +1,118 @@
|
||||
# SHADER-130 — bloom et précision commune
|
||||
|
||||
Demandes du 17 septembre 2026 : bloom réglable du soleil et des sources
|
||||
lumineuses ; inclusions émissives du fer, cuivre, redstone, lapis, diamant,
|
||||
émeraude, rubis, saphir, quartz et or ; réglage commun « Précision » pour
|
||||
les ombres et le highlight. Branche `codex/bloom-beta130`, socle beta.129,
|
||||
Minecraft 26.3 / Java 25.
|
||||
|
||||
## Résultat
|
||||
|
||||
Dans **Options → Shaders → Sanctuary · Vanilla Light**, le bloom possède
|
||||
un interrupteur, une intensité et une diffusion réglables de 0 à 100.
|
||||
Les minerais ont leur propre interrupteur et intensité. Le bloom reste
|
||||
optionnel, désactivé initialement, avec une intensité préparée à 35, une
|
||||
diffusion à 50 et une émission des minerais à 50. Une intensité globale
|
||||
nulle arrête les passes et libère les ressources de cet effet.
|
||||
|
||||
Les nouveaux réglages par défaut sont **Pixel Shadows activé**, distance
|
||||
des ombres **128 blocs**, highlight **32 blocs** et **Précision 16 pixels
|
||||
par bloc**. La précision unique propose 8, 16 et 32 et contrôle simultanément
|
||||
ombres et arêtes. La clé JSON historique `shadowPixels` est conservée :
|
||||
les préférences déjà personnalisées ne sont pas écrasées.
|
||||
|
||||
Les vingt textures de minerais sont analysées depuis les ressources actives.
|
||||
La palette de pierre, de deepslate ou de netherrack est comparée aux pixels
|
||||
colorés des inclusions, avec un traitement du quartz et de l'or du Nether.
|
||||
Les reflets clairs accolés aux inclusions sont conservés. Le masque est
|
||||
calculé une fois par texture et conservé en cache jusqu'au rechargement des
|
||||
ressources. Une texture optionnelle `<nom>_e.png` peut préciser ce masque
|
||||
pour une texture candidate ; sa luminance maximale multipliée par l'alpha
|
||||
remplace la détection automatique. Les couleurs affichées viennent toujours
|
||||
de l'atlas Minecraft actif, y compris son animation.
|
||||
|
||||
Les sources sont les faces visibles des modèles de blocs lumineux, la lave,
|
||||
le soleil et la lune. Les lampes éteintes ne produisent pas de halo. Le
|
||||
niveau lumineux natif pondère les sources ordinaires ; l'émission des minerais
|
||||
est purement graphique. La profondeur du terrain élimine les inclusions
|
||||
cachées et masque le soleil derrière les constructions. Le cœur émissif
|
||||
conserve ses pixels nets, tandis qu'un halo séparé est diffusé à résolution
|
||||
réduite puis composé sur l'image.
|
||||
|
||||
Aucun niveau de lumière serveur, spawn, règle de jeu, format de sauvegarde,
|
||||
identifiant ou paramètre de génération ne change. Aucun monde personnel
|
||||
n'est ouvert pour les essais.
|
||||
|
||||
## Coût et limites
|
||||
|
||||
La géométrie suit uniquement les sections natives visibles et déjà chargées.
|
||||
Leur palette permet d'écarter rapidement les sections sans source ; le cache
|
||||
invalide les sections touchées lors des modifications. Construction répartie
|
||||
sur les images, au plus quatre sections démarrées et un budget souple de
|
||||
3 ms, cache GPU plafonné à 32 Mio et 16 384 faces par section. Une section
|
||||
qui dépasse les limites est omise. Aucun chargement de chunk forcé.
|
||||
|
||||
Le masque GPU est plafonné à 256 textures, chacune échantillonnée au plus en
|
||||
64 × 64 ; les textures natives 16 × 16 conservent leurs texels. Les masques
|
||||
animés utilisent leur première image, tandis que la couleur reste animée.
|
||||
La carte d'émission est à la résolution de l'écran ; la diffusion séparable
|
||||
utilise deux cibles flottantes à 1/8 de largeur et de hauteur, sans retour
|
||||
GPU vers CPU en production. Les allocations sont libérées à l'arrêt, au
|
||||
rechargement et à la déconnexion, et recréées au changement de taille.
|
||||
|
||||
Cette première version ne reconstruit pas les sources hors écran, les
|
||||
particules, les entités lumineuses ni les modèles dessinés exclusivement par
|
||||
un renderer de block entity. Les packs très différents peuvent demander un
|
||||
masque explicite. Les silhouettes des liquides sont approximées puis
|
||||
masquées par la profondeur native. Aucune promesse de FPS ni validation
|
||||
Windows/Vulkan ; les essais graphiques portent sur macOS / Apple M1 / OpenGL.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Le test client ciblé réussit en **1 min 29 s**, dans un nouveau monde plat,
|
||||
graine 122. Il analyse les vingt textures, refuse les pixels gris de leur
|
||||
roche, mesure le gain nocturne et les variations réelles d'intensité/diffusion.
|
||||
Couvrir les minerais de pierre supprime toute source émissive. Retirer les
|
||||
blocs rétablit l'émission ; le rechargement des ressources fait de même.
|
||||
Torche, glowstone, lampe alimentée, lave et soleil sont vérifiés, ainsi que
|
||||
l'arrêt de la lampe et l'occultation du soleil par de la pierre. Les valeurs
|
||||
par défaut et la conservation d'anciens choix personnalisés passent.
|
||||
|
||||
Log ciblé : `build/shader130-client-bloom.log` ; masques inspectables dans
|
||||
`mods/sanctuary/build/run/clientGameTest/bloom130-ore-masks.png` et son CSV.
|
||||
La suite shader complète réussit en **3 min 16 s** : casters hors écran,
|
||||
retrait/repose, trois précisions, cinq portées, lune, zénith, feuillage,
|
||||
realtime, caméra et rechargement restent vérifiés. Les arêtes CTM restent
|
||||
raccordées entre matériaux ; 1 295 échantillons du contour sont éclaircis
|
||||
à précision 8, 596 à 16 et 120 à 32. Les captures françaises/anglaises et
|
||||
le rendu des minerais/du soleil sont inspectés.
|
||||
|
||||
Commandes natives : `./gradlew :sanctuary:runClientGameTest
|
||||
-PsanctuaryClientTests=true -PsanctuaryPixelShadows122ClientTests=true
|
||||
-PsanctuaryClientNoVsync=true -PsanctuaryQuickTests=true`. Le test ciblé utilise
|
||||
`-PsanctuaryBloom130ClientTests=true` à la place de la propriété PixelShadows.
|
||||
Log complet : `build/shader130-client-full.log` ; captures sous
|
||||
`mods/sanctuary/build/run/clientGameTest/screenshots/`.
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 24 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus antérieur de son EULA. La comparaison au binaire beta.129
|
||||
trouve **24 entrées de production** modifiées, toutes limitées au shader et à
|
||||
ses interfaces. Gameplay et textures des gemmes inchangés ; aucun test,
|
||||
monde ou modèle GLB embarqué. Les sources archivées correspondent aux sources
|
||||
Java, les packs normal/Test embarquent le même JAR et le template contient
|
||||
exactement les ressources prévues.
|
||||
|
||||
Archives vérifiées dans `build/` et recopiées dans le dossier habituel
|
||||
`sanctuary-beta/build/` :
|
||||
|
||||
|
||||
- `Sanctuary-beta.130.mrpack` : 10386021 octets, SHA-256
|
||||
`7a3fcd4e496fa136eb3e0896fa7b856ae91771123186fa8df13c8fb1e0cf3e9a`.
|
||||
|
||||
- `Sanctuary-Test-beta.130.mrpack` : 10404944 octets, SHA-256
|
||||
`8de094fcbc58a300cc24d64c8d1b7931fdb8db354c75defa6bf2a2aa4a123a23`.
|
||||
|
||||
JAR : `1ac4d1b1339361fb665f03ca3bd359163db5037ffd90e684c5a461759f6076e7`.
|
||||
|
||||
Publication et synchronisation de l'instance à effectuer après le commit source.
|
||||
+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.128
|
||||
pack_version=beta.128
|
||||
mod_version=beta.130
|
||||
pack_version=beta.130
|
||||
resource_pack_version=beta.121
|
||||
maven_group=fr.koka.sanctuary
|
||||
jei_version=30.32.0-sanctuary.3
|
||||
|
||||
@@ -93,6 +93,10 @@ tasks.named('runGameTest') {
|
||||
}
|
||||
|
||||
tasks.named('processGametestResources') {
|
||||
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') }
|
||||
|
||||
def shadows122Client = providers.gradleProperty('sanctuaryPixelShadows122ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuaryPixelShadows122ClientTests', shadows122Client)
|
||||
if (shadows122Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks') }
|
||||
|
||||
+126
@@ -0,0 +1,126 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import com.mojang.blaze3d.platform.NativeImage;
|
||||
import java.nio.file.*;
|
||||
import java.util.*;
|
||||
import java.util.concurrent.CompletableFuture;
|
||||
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.client.Screenshot;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.core.registries.BuiltInRegistries;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
|
||||
/** Actual source texels, native GPU masks, occlusion and user controls in an isolated world. */
|
||||
public final class Bloom130ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(true).runTest(c);}
|
||||
static final List<String> ORES=ores();
|
||||
private static List<String> ores(){var result=new ArrayList<String>();for(String name:List.of("iron","copper","redstone","lapis","diamond","emerald","ruby","sapphire","gold")){
|
||||
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);});
|
||||
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());
|
||||
for(int y=65;y<=70;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.AIR.defaultBlockState());
|
||||
}
|
||||
for(int i=0;i<ORES.size();i++){var state=BuiltInRegistries.BLOCK.getValue(Identifier.parse(ORES.get(i))).defaultBlockState();check(state.getLightEmission()==0,"Ores do not acquire server-side light: "+ORES.get(i));s.overworld().setBlockAndUpdate(orePos(i),state);}
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(14,65,9),Blocks.REDSTONE_LAMP.defaultBlockState());
|
||||
});
|
||||
camera(c,server,10.5,71,9.5,60);c.waitTicks(40);c.waitFor(m->m.levelRenderer.hasRenderedAllSections(),1200);
|
||||
var off=capture(c,"bloom-ores-off");
|
||||
c.runOnClient(m->{VanillaLight.setOreEmission(false);VanillaLight.setBloom(true);});frames(c);
|
||||
check(luminous(emission(c))==0,"White/grey rock, ordinary surfaces and unlit lamps do not seed bloom");
|
||||
unchanged(off,capture(c,"bloom-ores-disabled"),"Disabling ore emission leaves the original scene intact");
|
||||
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.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);
|
||||
c.runOnClient(m->VanillaLight.setBloomRadius(0));frames(c);var tight=capture(c,"bloom-spread-0");
|
||||
c.runOnClient(m->VanillaLight.setBloomRadius(100));frames(c);var wide=capture(c,"bloom-spread-100");
|
||||
check(difference(tight,wide)>100,"Spread changes the real GPU halo");
|
||||
c.runOnClient(m->VanillaLight.setOreIntensity(0));frames(c);check(luminous(emission(c))==0,"Zero ore strength suppresses both cores and halos");
|
||||
unchanged(off,capture(c,null),"Zero ore strength restores the source image");
|
||||
c.runOnClient(m->{VanillaLight.setOreIntensity(100);VanillaLight.setBloomIntensity(35);VanillaLight.setBloomRadius(50);});frames(c);
|
||||
server.runOnServer(s->{for(int i=0;i<ORES.size();i++)s.overworld().setBlockAndUpdate(orePos(i).above(),Blocks.STONE.defaultBlockState());});c.waitTicks(25);frames(c);
|
||||
check(luminous(emission(c))==0,"Covering veins with stone removes all emission: no through-wall ore glow");
|
||||
capture(c,"bloom-covered-ores");
|
||||
server.runOnServer(s->{for(int i=0;i<ORES.size();i++)s.overworld().setBlockAndUpdate(orePos(i).above(),Blocks.AIR.defaultBlockState());});c.waitTicks(25);frames(c);
|
||||
check(luminous(emission(c))>100,"Removing covers reveals the genuine visible inclusion masks again");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();frames(c);
|
||||
check(luminous(emission(c))>100,"Resource reload rebuilds emitter meshes and masks");
|
||||
c.runOnClient(m->VanillaLight.setOreEmission(false));
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(new BlockPos(14,65,9),Blocks.TORCH.defaultBlockState()));c.waitTicks(25);frames(c);
|
||||
int torch=luminous(emission(c));check(torch>3,"A native torch seeds bloom: "+torch);capture(c,"bloom-torch");
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(new BlockPos(14,65,9),Blocks.GLOWSTONE.defaultBlockState()));c.waitTicks(25);frames(c);
|
||||
check(luminous(emission(c))>torch,"A full luminous block contributes its real textured surface");capture(c,"bloom-glowstone");
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(new BlockPos(14,65,9),Blocks.STONE.defaultBlockState()));c.waitTicks(25);frames(c);
|
||||
check(luminous(emission(c))==0,"Replacing the light source removes its cached emission");
|
||||
server.runOnServer(s->{s.overworld().setBlockAndUpdate(new BlockPos(14,65,9),Blocks.REDSTONE_LAMP.defaultBlockState());s.overworld().setBlockAndUpdate(new BlockPos(14,64,9),Blocks.REDSTONE_BLOCK.defaultBlockState());});
|
||||
c.waitTicks(25);frames(c);check(luminous(emission(c))>10,"Powered lamp emits through its on-state texture");capture(c,"bloom-lamp-on");
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(new BlockPos(14,64,9),Blocks.CONCRETE.black().defaultBlockState()));
|
||||
c.waitTicks(25);frames(c);check(luminous(emission(c))==0,"Unpowered lamp loses its glow after its native state update");
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(new BlockPos(14,65,9),Blocks.LAVA.defaultBlockState()));
|
||||
c.waitTicks(25);frames(c);check(luminous(emission(c))>10,"Native visible lava seeds bloom");capture(c,"bloom-lava");
|
||||
server.runOnServer(s->command(s,"time set 3000"));camera(c,server,10.5,90,9.5,70);
|
||||
var direction=c.computeOnClient(m->PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));
|
||||
look(c,server,(float)Math.toDegrees(Math.atan2(-direction.x,direction.z)),-(float)Math.toDegrees(Math.asin(direction.y)));
|
||||
c.runOnClient(m->VanillaLight.setBloom(false));c.waitTicks(8);var sunOff=capture(c,"bloom-sun-off");
|
||||
c.runOnClient(m->VanillaLight.setBloom(true));frames(c);var sunMask=emission(c);
|
||||
check(luminous(sunMask)>40,"The actual sun disc seeds bloom");
|
||||
double sunlight=gain(sunOff,capture(c,"bloom-sun-on"),sunMask);check(sunlight>100,"Sun halo extends beyond its source disc: "+sunlight);
|
||||
server.runOnServer(s->{var eye=s.getPlayerList().getPlayers().getFirst().getEyePosition();var center=BlockPos.containing(eye.x+direction.x*8,eye.y+direction.y*8,eye.z+direction.z*8);
|
||||
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),Blocks.STONE.defaultBlockState());});
|
||||
c.waitTicks(30);frames(c);check(luminous(emission(c))==0,"Solid terrain in front of the sun suppresses its bloom source");capture(c,"bloom-sun-occluded");
|
||||
c.runOnClient(m->VanillaLight.setBloom(false));c.waitTicks(6);var coveredOff=capture(c,null);
|
||||
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);
|
||||
}
|
||||
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");
|
||||
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);}}
|
||||
private static void analyseTextures(){
|
||||
var report=new StringBuilder("texture,selected,total,neutral_rock_selected\n");
|
||||
try(var materials=new BloomMaterials();var sheet=new NativeImage(5*16*6,4*32*6,false)){
|
||||
sheet.fillRect(0,0,sheet.getWidth(),sheet.getHeight(),0xFF16191E);
|
||||
for(int index=0;index<ORES.size();index++){
|
||||
var block=Identifier.parse(ORES.get(index));var id=block.withPath("block/"+block.getPath());
|
||||
try(var image=BloomMaterials.read(id)){
|
||||
int w=image.getWidth(),h=image.getHeight();int[] pixels=new int[w*h];for(int y=0;y<h;y++)for(int x=0;x<w;x++)pixels[y*w+x]=image.getPixel(x,y);
|
||||
var mask=materials.mask(id,pixels,w,h,true,false);int count=0,grey=0;
|
||||
for(int i=0;i<mask.length;i++){if(mask[i]>0){count++;int c=pixels[i],r=c>>16&255,g=c>>8&255,b=c&255;if(r==g&&g==b&&r<215)grey++;}}
|
||||
check(count>=4&&count<w*h*.7,"Texture has a selective inclusion mask: "+id+" "+count+"/"+mask.length);
|
||||
if(!id.getPath().contains("quartz"))check(grey==0,"Neutral host rock never emits: "+id);
|
||||
report.append(id).append(',').append(count).append(',').append(mask.length).append(',').append(grey).append('\n');
|
||||
for(int y=0;y<32*6;y++)for(int x=0;x<16*6;x++){
|
||||
int source=(y/6%16)*w/16*w+(x/6)*w/16;int color=pixels[source];if(y>=16*6&&mask[source]==0)color=0xFF16191E;
|
||||
sheet.setPixel((index%5)*16*6+x,(index/5)*32*6+y,color);
|
||||
}
|
||||
}
|
||||
}
|
||||
var root=FabricLoader.getInstance().getGameDir();sheet.writeToFile(root.resolve("bloom130-ore-masks.png"));Files.writeString(root.resolve("bloom130-ore-masks.csv"),report.toString());
|
||||
System.out.println("BLOOM130_MASKS\n"+report);
|
||||
}catch(java.io.IOException e){throw new AssertionError(e);}
|
||||
}
|
||||
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 Frame emission(ClientGameTestContext c){var result=new CompletableFuture<Frame>();c.runOnClient(m->Screenshot.takeScreenshot(Bloom.emissionTarget(),image->{try(image){result.complete(new Frame(image.getWidth(),image.getHeight(),image.getPixels()));}}));c.waitFor(m->result.isDone(),200);return result.join();}
|
||||
private static int luminous(Frame frame){int count=0;for(int color:frame.pixels())if((color&0xFFFFFF)!=0)count++;return count;}
|
||||
private static double gain(Frame off,Frame on,Frame source){double result=0;for(int i=0;i<off.pixels().length;i++)if(source==null||(source.pixels()[i]&0xFFFFFF)==0)result+=Math.max(0,brightness(on.pixels()[i])-brightness(off.pixels()[i]));return result;}
|
||||
private static int difference(Frame a,Frame b){int n=0;for(int i=0;i<a.pixels().length;i++)if(channelDifference(a.pixels()[i],b.pixels()[i])>3)n++;return n;}
|
||||
}
|
||||
+214
@@ -0,0 +1,214 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
|
||||
import java.nio.file.Files;
|
||||
import java.util.ArrayList;
|
||||
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 org.joml.Matrix4f;
|
||||
import org.joml.Vector4f;
|
||||
|
||||
/** Native GPU checks sharing the isolated flat-world fixture and its preference backup. */
|
||||
final class EdgeHighlights129ClientChecks {
|
||||
static void run(ClientGameTestContext c, TestServerContext server) {
|
||||
c.runOnClient(m -> preferences());
|
||||
server.runOnServer(s -> {
|
||||
for (int x=10;x<=14;x++) for (int z=6;z<=10;z++) {
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,65,z),
|
||||
(Math.floorMod(x,8)<4 ? Blocks.STONE : Blocks.OAK_PLANKS).defaultBlockState());
|
||||
}
|
||||
});
|
||||
camera(c,server,12.5,72,8.5,60);
|
||||
c.waitTicks(35);
|
||||
shadows(c,false);
|
||||
edge(c,false);
|
||||
var off=capture(c,"edges-flat-off");
|
||||
c.waitTicks(6);
|
||||
unchanged(off,capture(c,null),"Highlight OFF control is stable");
|
||||
edge(c,true);
|
||||
var on=capture(c,"edges-flat-on-30");
|
||||
var low=measure(off,on);
|
||||
check(low.brighter>100 && low.stable>low.samples*.55 && low.darker<low.samples*.005,
|
||||
"Highlight brightens local strips, preserves face interiors: "+low);
|
||||
grid(c,off,on);
|
||||
c.runOnClient(m -> VanillaLight.setShadowPixels(8));frames(c);
|
||||
var coarse=measure(off,capture(c,"edges-shared-precision-8"));
|
||||
c.runOnClient(m -> VanillaLight.setShadowPixels(32));frames(c);
|
||||
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);
|
||||
c.runOnClient(m -> VanillaLight.setShadowPixels(16));frames(c);
|
||||
|
||||
for (int distance : new int[]{16,32,64,128,256}) {
|
||||
c.runOnClient(m -> VanillaLight.setEdgeDistance(distance));
|
||||
frames(c);
|
||||
check(c.computeOnClient(m -> VanillaLight.edgeDistance())==distance,"All CTM ranges are available");
|
||||
unchanged(on,capture(c,null),"Near CTM contours unchanged at range "+distance);
|
||||
}
|
||||
c.runOnClient(m -> VanillaLight.setEdgeDistance(32));
|
||||
c.runOnClient(m -> {
|
||||
check(PixelShadows.shadowMap()==null,"Highlight works without allocating a cast-shadow map");
|
||||
VanillaLight.setEdgeIntensity(90);
|
||||
});
|
||||
frames(c);
|
||||
var high=measure(off,capture(c,"edges-flat-on-90"));
|
||||
check(high.meanGain>low.meanGain*1.8,"Intensity changes visible brightness: low="+low+" high="+high);
|
||||
c.runOnClient(m -> VanillaLight.setEdgeIntensity(0));
|
||||
c.waitTicks(6);
|
||||
c.runOnClient(m -> check(!EdgeHighlights.applied() && !EdgeHighlights.allocated(),"Zero intensity frees its uniform buffer"));
|
||||
unchanged(off,capture(c,"edges-zero"),"Zero intensity reproduces OFF exactly");
|
||||
c.runOnClient(m -> VanillaLight.setEdgeIntensity(30));
|
||||
frames(c);
|
||||
camera(c,server,11.99999,72,8.5,60);
|
||||
var anchor=capture(c,null);
|
||||
camera(c,server,12.00001,72,8.5,60);
|
||||
unchanged(anchor,capture(c,"edges-anchor-crossing"),"Grid remains stable across an integer camera anchor");
|
||||
camera(c,server,12.5,72,8.5,60);
|
||||
unchanged(on,capture(c,null),"Returning to the camera restores the same grid");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);
|
||||
c.waitFor(m -> reload.isDone() && m.gui.overlay()==null,1200);
|
||||
reload.join();
|
||||
c.runOnClient(m -> {
|
||||
forgetPreferences();
|
||||
check(VanillaLight.edgeHighlights() && VanillaLight.edgeIntensity()==30,"Highlight preferences survive reload and disk reread");
|
||||
});
|
||||
frames(c);
|
||||
unchanged(on,capture(c,"edges-after-reload"),"Resource reload retains the highlight image");
|
||||
edge(c,false);
|
||||
unchanged(off,capture(c,"edges-off-restored"),"Disabling leaves no residual highlight");
|
||||
|
||||
// A new hole creates a connected boundary immediately; filling it removes that boundary.
|
||||
server.runOnServer(s -> s.overworld().setBlockAndUpdate(new BlockPos(12,65,8),Blocks.AIR.defaultBlockState()));
|
||||
c.waitTicks(20);
|
||||
var holeOff=capture(c,null);
|
||||
edge(c,true);
|
||||
var hole=measure(holeOff,capture(c,"edges-ctm-hole"));
|
||||
check(hole.brighter>low.brighter+20,"Removing an interior block creates a new CTM contour");
|
||||
server.runOnServer(s -> s.overworld().setBlockAndUpdate(new BlockPos(12,65,8),Blocks.STONE.defaultBlockState()));
|
||||
c.waitTicks(20);
|
||||
unchanged(on,capture(c,null),"Filling the hole reconnects the flat surface");
|
||||
// The actual radius gates a visible contour, independently of shadow range.
|
||||
camera(c,server,12.5,88,8.5,30);
|
||||
edge(c,false);
|
||||
var farOff=capture(c,null);
|
||||
c.runOnClient(m -> VanillaLight.setEdgeDistance(16));
|
||||
edge(c,true);
|
||||
unchanged(farOff,capture(c,"edges-beyond-16"),"CTM beyond selected 16-block radius is absent");
|
||||
c.runOnClient(m -> {VanillaLight.setEdgeDistance(64);VanillaLight.setEdgeIntensity(90);});
|
||||
frames(c);
|
||||
var far=measure(farOff,capture(c,"edges-inside-64"));
|
||||
check(far.brighter>40,"Extending the CTM radius restores a distant contour: "+far);
|
||||
c.runOnClient(m -> {VanillaLight.setEdgeDistance(32);VanillaLight.setEdgeIntensity(30);});
|
||||
edge(c,false);
|
||||
|
||||
server.runOnServer(s -> {
|
||||
for (int x=9;x<=13;x+=2) for(int y=65;y<=67;y++)
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,y,12),
|
||||
(x==9 ? Blocks.CONCRETE.red() : x==11 ? Blocks.STONE_BRICKS : Blocks.OAK_PLANKS).defaultBlockState());
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(10,65,11),Blocks.STONE_SLAB.defaultBlockState());
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(12,65,11),Blocks.OAK_STAIRS.defaultBlockState());
|
||||
});
|
||||
camera(c,server,12.5,72,7.5,70);
|
||||
look(c,server,15,55);
|
||||
shadows(c,true);
|
||||
var reliefOff=capture(c,"edges-relief-with-shadows-off");
|
||||
edge(c,true);
|
||||
var reliefOn=capture(c,"edges-relief-with-shadows-on");
|
||||
var relief=measure(reliefOff,reliefOn);
|
||||
check(relief.brighter>100 && relief.stable>relief.samples*.5 && relief.darker<relief.samples*.01,
|
||||
"Highlight composes with cast shadows and coloured textured blocks: "+relief);
|
||||
look(c,server,15.00002f,55.00002f);
|
||||
unchanged(reliefOn,capture(c,null),"Tiny oblique camera rotation keeps highlights stable");
|
||||
c.runOnClient(m -> VanillaLight.setEnabled(false));
|
||||
c.waitTicks(6);
|
||||
c.runOnClient(m -> check(!EdgeHighlights.applied() && !EdgeHighlights.allocated(),"Main shader OFF also releases highlight resources"));
|
||||
c.runOnClient(m -> VanillaLight.setEnabled(true));
|
||||
frames(c);
|
||||
edge(c,false);
|
||||
System.out.println("EDGE_HIGHLIGHTS129_PASS connected contours and unchanged flat joins; independent shadows; intensity; zero/OFF release; "
|
||||
+"camera anchors; oblique textured scene; resource reload; legacy preference migration; low="+low+" high="+high+" relief="+relief);
|
||||
}
|
||||
|
||||
private static void preferences() {
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");
|
||||
try {
|
||||
// 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.pixelShadows() && VanillaLight.saturation()==100,"Migration retains existing shader choices");
|
||||
for(int value:new int[]{-100,0,30,100,1000}) {
|
||||
VanillaLight.setEdgeIntensity(value);forgetPreferences();
|
||||
check(VanillaLight.edgeIntensity()==Math.clamp(value,0,100),"Saved intensity is bounded");
|
||||
}
|
||||
for(int[] pair:new int[][]{{-1,16},{24,32},{48,64},{96,128},{192,256},{9999,256}}) {
|
||||
VanillaLight.setEdgeDistance(pair[0]);forgetPreferences();
|
||||
check(VanillaLight.edgeDistance()==pair[1],"Saved CTM distance is bounded and normalized");
|
||||
}
|
||||
VanillaLight.setEdgeDistance(32);
|
||||
VanillaLight.setEdgeIntensity(30);
|
||||
VanillaLight.setEdgeHighlights(true);forgetPreferences();
|
||||
check(VanillaLight.edgeHighlights(),"Toggle persists independently");
|
||||
VanillaLight.setEdgeHighlights(false);
|
||||
} catch(java.io.IOException e) { throw new AssertionError(e); }
|
||||
}
|
||||
|
||||
private static void edge(ClientGameTestContext c,boolean enabled) {
|
||||
c.runOnClient(m -> VanillaLight.setEdgeHighlights(enabled));
|
||||
if(enabled)frames(c);
|
||||
else {
|
||||
c.waitTicks(6);
|
||||
c.runOnClient(m -> check(!EdgeHighlights.applied() && !EdgeHighlights.allocated(),"OFF frees resources"));
|
||||
}
|
||||
}
|
||||
|
||||
private static void frames(ClientGameTestContext c) {
|
||||
int before=c.computeOnClient(m -> EdgeHighlights.renderedFrames());
|
||||
c.waitFor(m -> EdgeHighlights.applied() && EdgeHighlights.renderedFrames()>before+8,200);
|
||||
c.waitTicks(6);
|
||||
}
|
||||
|
||||
private record Difference(int samples,int brighter,int stable,int darker,double meanGain) { }
|
||||
private static Difference measure(Frame off,Frame on) {
|
||||
int samples=0,brighter=0,stable=0,darker=0;double gain=0;
|
||||
for(int y=off.height()/10;y<off.height()*9/10;y+=2) for(int x=off.width()/10;x<off.width()*9/10;x+=2) {
|
||||
int i=y*off.width()+x,a=off.pixels()[i],b=on.pixels()[i];
|
||||
int delta=brightness(b)-brightness(a);samples++;gain+=delta;
|
||||
if(delta>=4)brighter++;
|
||||
if(delta<=-4)darker++;
|
||||
if(channelDifference(a,b)<=2)stable++;
|
||||
}
|
||||
var result=new Difference(samples,brighter,stable,darker,gain/samples);
|
||||
System.out.println("EDGE_HIGHLIGHTS129_PIXELS "+result);
|
||||
return result;
|
||||
}
|
||||
|
||||
private static void grid(ClientGameTestContext c,Frame off,Frame on) {
|
||||
var samples=c.computeOnClient(m -> {
|
||||
var camera=m.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
|
||||
var vp=new Matrix4f(camera.projectionMatrix).mul(camera.viewRotationMatrix);
|
||||
var result=new ArrayList<int[]>();
|
||||
for(int x=11;x<=14;x++) for(int z=6;z<=10;z++) for(int edge=0;edge<2;edge++) {
|
||||
var p=vp.transform(new Vector4f((float)(x+(edge==0?.5:1.0/32)-camera.pos.x),
|
||||
(float)(66-camera.pos.y),(float)(z+.5-camera.pos.z),1));
|
||||
int px=(int)((p.x/p.w*.5+.5)*off.width());
|
||||
int py=(int)((.5-p.y/p.w*.5)*off.height());
|
||||
if(px>=10 && px<off.width()-10 && py>=10 && py<off.height()-10)result.add(new int[]{py*off.width()+px,edge});
|
||||
}
|
||||
return result;
|
||||
});
|
||||
int centers=0,unchanged=0,edges=0,bright=0;
|
||||
for(var sample:samples) {
|
||||
int a=off.pixels()[sample[0]],b=on.pixels()[sample[0]];
|
||||
if(sample[1]==0){centers++;if(channelDifference(a,b)<=2)unchanged++;}
|
||||
else {edges++;if(brightness(b)-brightness(a)>=4)bright++;}
|
||||
}
|
||||
check(centers>=15 && unchanged>centers*.95 && edges>=15 && bright==0,
|
||||
"Connected block centers and coplanar joins remain untouched: centers="+unchanged+"/"+centers+" edges="+bright+"/"+edges);
|
||||
System.out.println("EDGE_HIGHLIGHTS129_GRID centers="+unchanged+"/"+centers+" edges="+bright+"/"+edges);
|
||||
}
|
||||
}
|
||||
+35
-21
@@ -36,6 +36,9 @@ 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;
|
||||
public PixelShadows122ClientChecks(){this(false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly){this.bloomOnly=bloomOnly;}
|
||||
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);
|
||||
@@ -121,10 +124,16 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
c.waitFor(m -> m.level.getBlockState(new BlockPos(0, FLOOR + 8, 0)).is(Blocks.CONCRETE.red())
|
||||
&& m.level.getBlockState(SLAB).is(Blocks.RED_SANDSTONE_SLAB)
|
||||
&& m.level.getBlockState(STAIR).is(Blocks.RED_SANDSTONE_STAIRS), 200);
|
||||
c.waitFor(m -> {
|
||||
for(int x=-24;x<=24;x+=8) for(int z=-24;z<=24;z+=8)
|
||||
if(!m.level.getBlockState(new BlockPos(x,FLOOR,z)).is(Blocks.CONCRETE.white()))return false;
|
||||
return m.levelRenderer.hasRenderedAllSections();
|
||||
},1200);
|
||||
c.waitTicks(40);
|
||||
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(bloomOnly){Bloom130ClientChecks.run(c,server);return;}
|
||||
// Keep VanillaLight enabled for both frames: changing its fog/grade would invalidate this oracle.
|
||||
shadows(c, false);
|
||||
var off = capture(c, "day-off");
|
||||
@@ -147,7 +156,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
"Live pixel density reallocates the correct depth map"));
|
||||
capture(c, "precision-" + pixels);
|
||||
}
|
||||
for (int distance : new int[]{16, 64, 32}) {
|
||||
for (int distance : new int[]{16, 64, 128, 256, 32}) {
|
||||
c.runOnClient(m -> VanillaLight.setShadowDistance(distance));
|
||||
activeFrames(c);
|
||||
c.runOnClient(m -> check(PixelShadows.shadowMap().width == PixelShadows.mapSize(distance, 16),
|
||||
@@ -229,12 +238,15 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
});
|
||||
activeFrames(c);
|
||||
unchanged(beforeReload, capture(c, "after-reload"), "Resource reload preserves the rendered ground shadow");
|
||||
RealtimeShadows129ClientChecks.run(c, server);
|
||||
EdgeHighlights129ClientChecks.run(c, server);
|
||||
Bloom130ClientChecks.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"}) {
|
||||
for (String key : new String[]{"pixel_shadows", "shadow_pixels", "shadow_distance", "edge_highlights", "edge_intensity", "edge_distance", "precision", "bloom", "bloom_radius", "ore_emission"}) {
|
||||
String fullKey = "sanctuary.shaders." + key;
|
||||
check(!Component.translatable(fullKey).getString().equals(fullKey), "Translated " + locale + " " + key);
|
||||
}
|
||||
@@ -246,12 +258,12 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
});
|
||||
});
|
||||
c.waitTicks(3);
|
||||
c.takeScreenshot("sanctuary-beta128-shadows-options-" + locale);
|
||||
c.takeScreenshot("sanctuary-beta130-shader-options-" + locale);
|
||||
}
|
||||
c.runOnClient(m -> m.gui.setScreen(null));
|
||||
}
|
||||
System.out.println("PIXEL_SHADOWS122_CLIENT_PASS: bounded saved preferences; native GPU ON/OFF ground; "
|
||||
+ "offscreen caster; live removal/replacement; subtle moon; noon attenuation; foliage density; camera stability; resource reload; FR/EN screenshots");
|
||||
+ "offscreen caster; live removal/replacement; subtle moon; full-strength noon; foliage density; camera stability; resource reload; FR/EN screenshots");
|
||||
} finally {
|
||||
onboarding.set(false);
|
||||
c.runOnClient(m -> {
|
||||
@@ -287,8 +299,8 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
var noonOn = capture(c, "noon-on");
|
||||
var noonStats = opacity(noonOff, noonOn);
|
||||
crispEdge(noonOff, noonOn);
|
||||
check(noonStats.dark > 100 && noonStats.maximum > .04 && noonStats.maximum < .14,
|
||||
"Noon shadow is present but attenuated: " + noonStats);
|
||||
check(noonStats.dark > 100 && noonStats.maximum > .34 && noonStats.maximum < .42,
|
||||
"Noon shadow keeps its full daytime strength: " + noonStats);
|
||||
camera(c, server, 1.00001, FLOOR + 5, 1, 70);
|
||||
unchanged(noonOn, capture(c, "noon-camera-subpixel"), "Noon tiny motion across former integer anchor");
|
||||
camera(c, server, .99999, FLOOR + 5, 1, 70);
|
||||
@@ -379,7 +391,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
if (!whiteGround(off.pixels[i])) continue;
|
||||
samples++;
|
||||
double ratio=(brightness(off.pixels[i])-brightness(on.pixels[i]))/(double)brightness(off.pixels[i]);
|
||||
if (ratio > .015 && ratio < .070) intermediate++;
|
||||
if (ratio > .015 && ratio < .32) intermediate++;
|
||||
}
|
||||
check(samples > 1000 && intermediate < samples / 200,
|
||||
"Opaque noon edge stays crisp, no foliage smoothing: " + intermediate + "/" + samples);
|
||||
@@ -411,14 +423,16 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
|
||||
private static void checkPreferences() {
|
||||
VanillaLight.setBloom(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}}) {
|
||||
VanillaLight.setShadowPixels(pair[0]);
|
||||
forgetPreferences();
|
||||
check(VanillaLight.shadowPixels() == pair[1], "Persisted pixel density rounds/clamps " + pair[0]);
|
||||
}
|
||||
for (int[] pair : new int[][]{{Integer.MIN_VALUE, 16}, {23, 16}, {24, 32}, {32, 32}, {47, 32}, {48, 64}, {Integer.MAX_VALUE, 64}}) {
|
||||
for (int[] pair : new int[][]{{Integer.MIN_VALUE, 16}, {23, 16}, {24, 32}, {32, 32}, {47, 32}, {48, 64}, {95,64}, {96,128}, {191,128}, {192,256}, {256,256}, {Integer.MAX_VALUE, 256}}) {
|
||||
VanillaLight.setShadowDistance(pair[0]);
|
||||
forgetPreferences();
|
||||
check(VanillaLight.shadowDistance() == pair[1], "Persisted shadow distance rounds/clamps " + pair[0]);
|
||||
@@ -432,7 +446,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
VanillaLight.setShadowDistance(32);
|
||||
}
|
||||
|
||||
private static void forgetPreferences() {
|
||||
static void forgetPreferences() {
|
||||
try {
|
||||
var field = VanillaLight.class.getDeclaredField("preferences");
|
||||
field.setAccessible(true);
|
||||
@@ -442,7 +456,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
}
|
||||
|
||||
private static void camera(ClientGameTestContext c, TestServerContext server, double x, double y, double z, int fov) {
|
||||
static void camera(ClientGameTestContext c, TestServerContext server, double x, double y, double z, int fov) {
|
||||
server.runOnServer(s -> {
|
||||
var p = s.getPlayerList().getPlayers().getFirst();
|
||||
command(s, "tp @a " + x + " " + y + " " + z + " 0 90");
|
||||
@@ -461,7 +475,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
c.waitTicks(15);
|
||||
}
|
||||
|
||||
private static void look(ClientGameTestContext c, TestServerContext server, float yaw, float pitch) {
|
||||
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);
|
||||
@@ -478,7 +492,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
}
|
||||
|
||||
private static void command(MinecraftServer s, String command) {
|
||||
static void command(MinecraftServer s, String command) {
|
||||
try {
|
||||
// Dispatcher exceptions fail the fixture instead of leaving an ignored command error in chat.
|
||||
s.getCommands().getDispatcher().execute(command, s.createCommandSourceStack());
|
||||
@@ -487,7 +501,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
}
|
||||
|
||||
private static void shadows(ClientGameTestContext c, boolean enabled) {
|
||||
static void shadows(ClientGameTestContext c, boolean enabled) {
|
||||
c.runOnClient(m -> VanillaLight.setPixelShadows(enabled));
|
||||
if (enabled) activeFrames(c);
|
||||
else {
|
||||
@@ -501,15 +515,15 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
}
|
||||
|
||||
private static void activeFrames(ClientGameTestContext c) {
|
||||
static void activeFrames(ClientGameTestContext c) {
|
||||
int before = c.computeOnClient(m -> PixelShadows.renderedFrames());
|
||||
c.waitFor(m -> PixelShadows.applied() && PixelShadows.ready() && PixelShadows.renderedFrames() > before + 12, 200);
|
||||
// Allow the bounded terrain cache and native light/chunk uploads to settle before reading pixels.
|
||||
c.waitTicks(30);
|
||||
}
|
||||
|
||||
private static Frame capture(ClientGameTestContext c, String name) {
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta128-shadows-" + name);
|
||||
static Frame capture(ClientGameTestContext c, String name) {
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta130-shader-" + name);
|
||||
var result = new CompletableFuture<Frame>();
|
||||
c.runOnClient(m -> Screenshot.takeScreenshot(m.gameRenderer.mainRenderTarget(), image -> {
|
||||
try (image) {
|
||||
@@ -522,7 +536,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
return result.join();
|
||||
}
|
||||
|
||||
private record Frame(int width, int height, int[] pixels) { }
|
||||
record Frame(int width, int height, int[] pixels) { }
|
||||
private record Difference(int sampled, int ground, int dark, int stable, int brighter) { }
|
||||
|
||||
private static Difference compare(Frame before, Frame after) {
|
||||
@@ -552,7 +566,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
check(d.brighter < Math.max(12, d.ground / 100), label + ": shadows must not brighten ground: " + d);
|
||||
}
|
||||
|
||||
private static void unchanged(Frame before, Frame after, String label) {
|
||||
static void unchanged(Frame before, Frame after, String label) {
|
||||
sameSize(before, after);
|
||||
int sampled = 0, changed = 0;
|
||||
for (int y = before.height / 10; y < before.height * 9 / 10; y += 2) {
|
||||
@@ -595,11 +609,11 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
return Math.min(r, Math.min(g, b)) > 100 && Math.max(r, Math.max(g, b)) - Math.min(r, Math.min(g, b)) < 24;
|
||||
}
|
||||
|
||||
private static int brightness(int color) {
|
||||
static int brightness(int color) {
|
||||
return ((color >> 16 & 255) + (color >> 8 & 255) + (color & 255)) / 3;
|
||||
}
|
||||
|
||||
private static int channelDifference(int a, int b) {
|
||||
static int channelDifference(int a, int b) {
|
||||
return Math.max(Math.abs((a >> 16 & 255) - (b >> 16 & 255)),
|
||||
Math.max(Math.abs((a >> 8 & 255) - (b >> 8 & 255)), Math.abs((a & 255) - (b & 255))));
|
||||
}
|
||||
@@ -630,5 +644,5 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
|
||||
private static KeyEvent enter() { return new KeyEvent(InputConstants.KEY_RETURN, 0, 0); }
|
||||
private static void check(boolean ok, String message) { if (!ok) throw new AssertionError(message); }
|
||||
static void check(boolean ok, String message) { if (!ok) throw new AssertionError(message); }
|
||||
}
|
||||
|
||||
+115
@@ -0,0 +1,115 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
|
||||
import fr.koka.sanctuary.realtime.RealtimeService;
|
||||
import java.time.Clock;
|
||||
import java.time.Duration;
|
||||
import java.time.Instant;
|
||||
import java.util.ArrayList;
|
||||
import java.util.Collections;
|
||||
import java.util.concurrent.atomic.AtomicBoolean;
|
||||
import java.util.concurrent.atomic.AtomicReference;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.fabric.api.client.rendering.v1.level.LevelRenderEvents;
|
||||
|
||||
final class RealtimeShadows129ClientChecks {
|
||||
private static void projectionContinuity() {
|
||||
// Far coordinates amplify the old per-frame rounding failure. Moving the sun must not
|
||||
// add a periodic translation to the shadow raster while the camera remains stationary.
|
||||
var grid=new ShadowProjection();
|
||||
float last=0; int jumps=0; float greatest=0;
|
||||
for(int i=0;i<2000;i++) {
|
||||
var matrix=grid.matrix(PixelShadows.sunDirection(.7f+i*.000001f),32,2048,100000,64,-100000,false);
|
||||
if(i>0){float step=Math.abs(matrix.m31()-last);greatest=Math.max(greatest,step);if(step>1e-6f)jumps++;}
|
||||
last=matrix.m31();
|
||||
}
|
||||
check(jumps==0,"Slow light rotation has no cyclical raster translation far from spawn: "+greatest);
|
||||
// Recentring transfers the phase modulo integral texels, preserving the sampled grid.
|
||||
var sun=PixelShadows.sunDirection(.71f);
|
||||
var before=grid.matrix(sun,32,2048,100000,64,-100000,false);
|
||||
var after=grid.matrix(sun,32,2048,100016,64,-100000,false);
|
||||
var a=before.transform(new org.joml.Vector4f(4,1,2,1));
|
||||
var b=after.transform(new org.joml.Vector4f(-12,1,2,1));
|
||||
for(float value:new float[]{(b.x-a.x)*1024,(b.y-a.y)*1024})
|
||||
check(Math.abs(value-Math.rint(value))<.001,"Camera recentering moves only whole shadow texels");
|
||||
}
|
||||
|
||||
static void run(ClientGameTestContext c, TestServerContext server) {
|
||||
projectionContinuity();
|
||||
var enabled=new AtomicBoolean(false);
|
||||
var trace=Collections.synchronizedList(new ArrayList<double[]>());
|
||||
LevelRenderEvents.END_EXTRACTION.register(context -> {
|
||||
if(enabled.get() && trace.size()<4096)trace.add(new double[]{System.nanoTime()/1e9,context.levelState().skyRenderState.sunAngle});
|
||||
});
|
||||
var original=new AtomicReference<Clock>();
|
||||
try {
|
||||
server.runOnServer(s -> {
|
||||
var session=RealtimeService.session(s);
|
||||
check(session!=null,"Isolated world has the actual real-time service");
|
||||
try {
|
||||
var field=session.getClass().getDeclaredField("clock");field.setAccessible(true);
|
||||
original.set((Clock)field.get(session));
|
||||
var morning=session.sample().day().noon().minusSeconds(3*3600);
|
||||
field.set(session,Clock.offset(Clock.systemUTC(),Duration.between(Instant.now(),morning)));
|
||||
check(RealtimeService.setMode(s,true),"Real-time mode enabled through actual server service");
|
||||
} catch(ReflectiveOperationException e) {throw new AssertionError(e);}
|
||||
catch(Exception e) {throw new AssertionError(e);}
|
||||
});
|
||||
c.waitFor(m -> PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle).y>.2,200);
|
||||
c.waitTicks(40);
|
||||
double shadowX=c.computeOnClient(m -> {
|
||||
var sun=PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
|
||||
return 1-7*sun.x/sun.y;
|
||||
});
|
||||
camera(c,server,shadowX,69,1,30);
|
||||
shadows(c,false);
|
||||
var off=capture(c,null);
|
||||
shadows(c,true);
|
||||
enabled.set(true);
|
||||
var frames=new ArrayList<Frame>();
|
||||
for(int i=0;i<24;i++) {c.waitTicks(6);frames.add(capture(c,i==0?"realtime-start":i==23?"realtime-end":null));}
|
||||
c.runOnClient(m -> enabled.set(false));
|
||||
double travel=Math.IEEEremainder(trace.getLast()[1]-trace.getFirst()[1],Math.PI*2);
|
||||
int reverse=0;double largest=0;
|
||||
for(int i=1;i<trace.size();i++) {
|
||||
double delta=Math.IEEEremainder(trace.get(i)[1]-trace.get(i-1)[1],Math.PI*2)*Math.signum(travel);
|
||||
if(delta<-.0000001){reverse++;largest=Math.max(largest,-delta);}
|
||||
}
|
||||
int samples=0,changed=0,rebound=0;
|
||||
for(int y=off.height()/10;y<off.height()*9/10;y+=2) for(int x=off.width()/10;x<off.width()*9/10;x+=2) {
|
||||
int index=y*off.width()+x,a=off.pixels()[index];
|
||||
int r=a>>16&255,g=a>>8&255,b=a&255;
|
||||
if(Math.min(r,Math.min(g,b))<100 || Math.max(r,Math.max(g,b))-Math.min(r,Math.min(g,b))>24)continue;
|
||||
samples++;int flips=0;
|
||||
boolean last=brightness(a)-brightness(frames.getFirst().pixels()[index])>=8;
|
||||
for(var frame:frames) {
|
||||
boolean dark=brightness(a)-brightness(frame.pixels()[index])>=8;
|
||||
if(last!=dark)flips++;
|
||||
last=dark;
|
||||
}
|
||||
if(flips>0)changed++;
|
||||
if(flips>1)rebound++;
|
||||
}
|
||||
check(trace.size()>30 && Math.abs(travel)>.00001,"Real-time shadows actually remain dynamic");
|
||||
check(rebound<Math.max(8,samples/1000),"Real-time opaque contours must not repeatedly rebound: "+rebound);
|
||||
System.out.println("REALTIME129_PASS frames="+trace.size()+" rawTravel="+travel+" reversals="+reverse+" largestReverse="+largest
|
||||
+" pixels="+samples+" changed="+changed+" rebound="+rebound);
|
||||
try {
|
||||
var out=new StringBuilder("seconds,raw_angle\n");
|
||||
for(var sample:trace)out.append(sample[0]).append(',').append(sample[1]).append('\n');
|
||||
java.nio.file.Files.writeString(net.fabricmc.loader.api.FabricLoader.getInstance().getGameDir().resolve("shadow129-clock.csv"),out);
|
||||
}catch(java.io.IOException e){throw new AssertionError(e);}
|
||||
} finally {
|
||||
enabled.set(false);
|
||||
server.runOnServer(s -> {
|
||||
try {
|
||||
RealtimeService.setMode(s,false);
|
||||
if(original.get()!=null){var session=RealtimeService.session(s);var field=session.getClass().getDeclaredField("clock");field.setAccessible(true);field.set(session,original.get());}
|
||||
command(s,"time set 3000");
|
||||
}catch(Exception e){throw new AssertionError(e);}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -20,6 +20,7 @@ public final class SanctuaryKnowledgeClient implements ClientModInitializer {
|
||||
SanctuaryResourcePack.register();
|
||||
VortexCloudRenderer.register();
|
||||
fr.koka.sanctuary.client.shader.PixelShadows.register();
|
||||
fr.koka.sanctuary.client.shader.EdgeHighlights.register();
|
||||
ProgressionClient.register();
|
||||
StarClient.register();
|
||||
WeatherClient.register();
|
||||
|
||||
@@ -0,0 +1,123 @@
|
||||
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 com.mojang.renderpearl.api.textures.GpuTextureView;
|
||||
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;
|
||||
|
||||
/** Selective emissive bloom. No brightness threshold on ordinary world blocks, no scene-copy or readback. */
|
||||
public final class Bloom {
|
||||
private static Identifier id(String path){return Identifier.parse("sanctuary:"+path);}
|
||||
private static final BindGroupLayout SCENE=BindGroupLayout.builder().withUniform("BloomScene",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER).build();
|
||||
private static final RenderPipeline EMITTERS=RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(id("pipeline/bloom_emitters")).withVertexShader(id("core/bloom_emitters")).withFragmentShader(id("core/bloom_emitters"))
|
||||
.withBindGroupLayout(BindGroupLayouts.DYNAMIC_TRANSFORMS).withBindGroupLayout(SCENE)
|
||||
.withBindGroupLayout(BindGroupLayout.builder().withUniform("BlockAtlas",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("EmissionMasks",UniformType.COMBINED_IMAGE_SAMPLER).build())
|
||||
.withVertexBinding(0,BloomTerrain.FORMAT).withPrimitiveTopology(PrimitiveTopology.QUADS).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.empty(),GpuFormat.RGBA8_UNORM,ColorTargetState.WRITE_ALL))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
private static RenderPipeline screen(String name,BlendFunction blend,boolean scene,boolean blur){
|
||||
var layout=BindGroupLayout.builder().withUniform("InputTexture",UniformType.COMBINED_IMAGE_SAMPLER);
|
||||
if(blur)layout.withUniform("BlurParams",UniformType.UNIFORM_BUFFER);
|
||||
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());
|
||||
}
|
||||
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 BloomTerrain TERRAIN=new BloomTerrain();
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
private static TextureTarget emission,small,ping;
|
||||
private static MappableRingBuffer scene,horizontal,vertical;
|
||||
private static int frames;
|
||||
private static boolean applied;
|
||||
private Bloom(){}
|
||||
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 render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.bloom()||VanillaLight.bloomIntensity()==0||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);
|
||||
}
|
||||
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();
|
||||
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 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);
|
||||
}
|
||||
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(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);
|
||||
applied=true;frames++;
|
||||
}
|
||||
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));
|
||||
if(useScene){pass.setUniform("BloomScene",scene.currentBuffer());pass.setUniform("WorldDepth",Minecraft.getInstance().gameRenderer.mainRenderTarget().getDepthTextureView(),RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST));}
|
||||
if(blur!=null)pass.setUniform("BlurParams",blur.currentBuffer());pass.draw(3,1,0,0);
|
||||
}
|
||||
}
|
||||
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;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return emission!=null;}
|
||||
static boolean ready(){return TERRAIN.settled();}
|
||||
static int renderedFrames(){return frames;}
|
||||
static TextureTarget emissionTarget(){return emission;}
|
||||
}
|
||||
@@ -0,0 +1,111 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.platform.NativeImage;
|
||||
import java.util.*;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.texture.DynamicTexture;
|
||||
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
|
||||
import net.minecraft.core.registries.BuiltInRegistries;
|
||||
import net.minecraft.resources.Identifier;
|
||||
import net.minecraft.world.level.block.state.BlockState;
|
||||
|
||||
/** Analyse source texels once per resource reload, never rendered frames or GPU pixels. */
|
||||
final class BloomMaterials implements AutoCloseable {
|
||||
static final int TILE=68, INNER=64, SIZE=TILE*16, MAX_SPRITES=256;
|
||||
record Slot(int x,int y,boolean empty) {
|
||||
float u(float local){return (x+2+Math.clamp(local,0,1)*INNER)/SIZE;}
|
||||
float v(float local){return (y+2+Math.clamp(local,0,1)*INNER)/SIZE;}
|
||||
}
|
||||
private final Map<String,Slot> slots=new HashMap<>();
|
||||
private final Map<BlockState,Boolean> ores=new IdentityHashMap<>();
|
||||
private final Map<Identifier,int[]> hosts=new HashMap<>();
|
||||
private DynamicTexture atlas;
|
||||
private boolean dirty;
|
||||
private static final Set<String> ORES=Set.of("iron","copper","redstone","lapis","diamond","emerald","ruby","sapphire","quartz","gold");
|
||||
|
||||
boolean ore(BlockState state){return ores.computeIfAbsent(state,s->{
|
||||
var id=BuiltInRegistries.BLOCK.getKey(s.getBlock());
|
||||
if(!id.getNamespace().equals("minecraft")&&!id.getNamespace().equals("sanctuary"))return false;
|
||||
String name=id.getPath().replaceFirst("^(deepslate_|nether_)","");
|
||||
return name.endsWith("_ore")&&ORES.contains(name.substring(0,name.length()-4));
|
||||
});}
|
||||
boolean candidate(BlockState state){return ore(state)||state.getLightEmission()>0||state.emissiveRendering();}
|
||||
|
||||
Slot slot(TextureAtlasSprite sprite,boolean ore,boolean fullEmission){
|
||||
String key=sprite.contents().name()+":"+ore+":"+fullEmission;
|
||||
var cached=slots.get(key);if(cached!=null)return cached;
|
||||
if(slots.size()>=MAX_SPRITES)return new Slot(0,0,true);
|
||||
int index=slots.size(),x=(index%16)*TILE,y=(index/16)*TILE;
|
||||
if(atlas==null){atlas=new DynamicTexture("Sanctuary emissive masks",SIZE,SIZE,false);atlas.getPixels().fillRect(0,0,SIZE,SIZE,0);}
|
||||
boolean any=false;
|
||||
var id=sprite.contents().name();
|
||||
try(var image=read(id)){
|
||||
int frameWidth=Math.min(image.getWidth(),sprite.contents().width()),frameHeight=Math.min(image.getHeight(),sprite.contents().height());
|
||||
int w=Math.min(INNER,frameWidth),h=Math.min(INNER,frameHeight);
|
||||
int[] colors=new int[w*h];for(int iy=0;iy<h;iy++)for(int ix=0;ix<w;ix++)colors[iy*w+ix]=image.getPixel(ix*frameWidth/w,iy*frameHeight/h);
|
||||
int[] mask=mask(id,colors,w,h,ore,fullEmission);
|
||||
// Standard optional _e texture takes precedence, including in personal resource packs.
|
||||
var override=Minecraft.getInstance().getResourceManager().getResource(texture(id.withSuffix("_e")));
|
||||
if(override.isPresent())try(var stream=override.get().open();var explicit=NativeImage.read(stream)){
|
||||
for(int iy=0;iy<h;iy++)for(int ix=0;ix<w;ix++){
|
||||
int c=explicit.getPixel(ix*explicit.getWidth()/w,iy*Math.min(explicit.getHeight(),frameHeight)/h);
|
||||
mask[iy*w+ix]=(c>>>24)*Math.max((c>>16)&255,Math.max((c>>8)&255,c&255))/255;
|
||||
}
|
||||
}
|
||||
for(int iy=0;iy<TILE;iy++)for(int ix=0;ix<TILE;ix++){
|
||||
int value=mask[Math.clamp((iy-2)*h/INNER,0,h-1)*w+Math.clamp((ix-2)*w/INNER,0,w-1)];
|
||||
any|=value>0;atlas.getPixels().setPixel(x+ix,y+iy,0xFF000000|value*0x010101);
|
||||
}
|
||||
}catch(java.io.IOException exception){
|
||||
fr.koka.sanctuary.SanctuaryMod.LOGGER.warn("Cannot analyse emissive texture {}",id,exception);
|
||||
}
|
||||
var result=new Slot(x,y,!any);slots.put(key,result);dirty=true;return result;
|
||||
}
|
||||
|
||||
int[] mask(Identifier id,int[] colors,int width,int height,boolean ore,boolean fullEmission){
|
||||
int[] result=new int[colors.length];String name=id.getPath();
|
||||
boolean quartz=name.contains("quartz"),nether=name.contains("nether_gold")||quartz;
|
||||
int[] host=ore?host(nether?"netherrack":name.contains("deepslate")?"deepslate":"stone"):new int[0];
|
||||
boolean structural=!ore&&!fullEmission&&(name.contains("furnace_side")||name.contains("furnace_top")
|
||||
||name.contains("smoker_side")||name.contains("smoker_top")||name.contains("smoker_bottom")
|
||||
||name.contains("campfire_log")&&!name.contains("lit")||name.contains("respawn_anchor_side")
|
||||
||name.contains("respawn_anchor_bottom"));
|
||||
for(int i=0;i<colors.length;i++){
|
||||
int c=colors[i],r=c>>16&255,g=c>>8&255,b=c&255,max=Math.max(r,Math.max(g,b)),min=Math.min(r,Math.min(g,b));
|
||||
if((c>>>24)<128||structural)continue;
|
||||
if(ore){
|
||||
int difference=255;
|
||||
for(int base:host){int br=base>>16&255,bg=base>>8&255,bb=base&255;
|
||||
difference=Math.min(difference,Math.max(Math.abs(r-br),Math.max(Math.abs(g-bg),Math.abs(b-bb))));}
|
||||
boolean inclusion=nether?(quartz?g>r*.65&&b>r*.5&&max>110:r>110&&g>75&&g>b*1.45):max-min>=10;
|
||||
if(inclusion&&difference>=10)result[i]=255;
|
||||
}else{
|
||||
// Luminosity is tied to the block state; cold/off variants never enter this path.
|
||||
// Dark casings/wood are suppressed; live atlas colours and animation stay native.
|
||||
float value=fullEmission?1:Math.clamp((max-100)/110f,0,1);
|
||||
if(name.contains("torch")||name.contains("furnace")||name.contains("smoker")||name.contains("campfire"))
|
||||
value*=Math.clamp((max-min-35)/65f,0,1);
|
||||
result[i]=Math.round(value*255);
|
||||
}
|
||||
}
|
||||
if(ore&&!nether){
|
||||
// Retain pale/white highlights touching coloured inclusions, without growing into grey rock.
|
||||
int[] seed=result.clone();
|
||||
for(int y=0;y<height;y++)for(int x=0;x<width;x++)if(seed[y*width+x]==0){
|
||||
int c=colors[y*width+x],r=c>>16&255,g=c>>8&255,b=c&255;
|
||||
if((c>>>24)<128||Math.min(r,Math.min(g,b))<215)continue;
|
||||
for(int dy=-1;dy<=1;dy++)for(int dx=-1;dx<=1;dx++)if(x+dx>=0&&x+dx<width&&y+dy>=0&&y+dy<height&&seed[(y+dy)*width+x+dx]>0)result[y*width+x]=255;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
private int[] host(String name){return hosts.computeIfAbsent(Identifier.withDefaultNamespace("block/"+name),id->{
|
||||
try(var image=read(id)){var values=new LinkedHashSet<Integer>();for(int y=0;y<Math.min(64,image.getHeight());y++)for(int x=0;x<Math.min(64,image.getWidth());x++)values.add(image.getPixel(x*image.getWidth()/Math.min(64,image.getWidth()),y*image.getHeight()/Math.min(64,image.getHeight())));return values.stream().mapToInt(Integer::intValue).toArray();}
|
||||
catch(java.io.IOException exception){return new int[0];}
|
||||
});}
|
||||
static Identifier texture(Identifier id){return Identifier.fromNamespaceAndPath(id.getNamespace(),"textures/"+id.getPath()+".png");}
|
||||
static NativeImage read(Identifier id)throws java.io.IOException{try(var stream=Minecraft.getInstance().getResourceManager().getResourceOrThrow(texture(id)).open()){return NativeImage.read(stream);}}
|
||||
DynamicTexture atlas(){if(dirty){atlas.upload();dirty=false;}return atlas;}
|
||||
int count(){return slots.size();}
|
||||
public void close(){if(atlas!=null){atlas.close();atlas=null;}slots.clear();ores.clear();hosts.clear();dirty=false;}
|
||||
}
|
||||
@@ -0,0 +1,147 @@
|
||||
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;
|
||||
|
||||
/** Native visible sections only, palette rejection and bounded incremental emitter meshing. */
|
||||
final class BloomTerrain 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=32L*1024*1024;
|
||||
private final Map<Long,Section> sections=new HashMap<>();
|
||||
final BloomMaterials materials=new BloomMaterials();
|
||||
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;}
|
||||
long frame=mc.level.getGameTime();var active=new ArrayList<Section>();
|
||||
for(var render:mc.levelRenderer.visibleSections()){
|
||||
long key=render.getSectionNode();var pos=render.getRenderOrigin();
|
||||
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();}}
|
||||
Vec3 camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.pos;
|
||||
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 bloom emitters",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);boolean ore=materials.ore(state);
|
||||
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,ore,material.lightEmission()>0||state.emissiveRendering()||sprite.isAnimated());
|
||||
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;
|
||||
// Alpha marks ore vs. native emitter; the mask alpha is not a gameplay light value.
|
||||
int light=state.emissiveRendering()?15:Math.max(state.getLightEmission(),material.lightEmission());
|
||||
int alpha=ore?Math.round(light/15f*120):128+Math.round(light/15f*127);
|
||||
int color=(alpha<<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(state.liquid()&&state.getLightEmission()>0)fluid(build,pos,x,y,z,state.getFluidState().getHeight(mc.level,pos));
|
||||
}
|
||||
if((build.cursor&31)==0&&System.nanoTime()>=deadline)return build.cursor==4096;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
private void fluid(Build build,BlockPos pos,int x,int y,int z,float height){
|
||||
var mc=Minecraft.getInstance();var sprite=((TextureAtlas)mc.getTextureManager().getTexture(TextureAtlas.LOCATION_BLOCKS)).getSprite(net.minecraft.resources.Identifier.withDefaultNamespace("block/lava_still"));
|
||||
var slot=materials.slot(sprite,false,true);if(slot.empty())return;
|
||||
// Native world depth retains the actual fluid silhouette and occludes these candidate faces.
|
||||
float[][][] faces={{{0,height,0},{0,height,1},{1,height,1},{1,height,0}},{{0,0,0},{0,height,0},{1,height,0},{1,0,0}},
|
||||
{{0,0,1},{1,0,1},{1,height,1},{0,height,1}},{{0,0,0},{0,0,1},{0,height,1},{0,height,0}},{{1,0,0},{1,height,0},{1,height,1},{1,0,1}}};
|
||||
for(var face:faces){if(build.quads>=16384){build.overflow=true;return;}
|
||||
for(int i=0;i<4;i++){float u=i>=2?1:0,v=i==1||i==2?1:0;var p=face[i];
|
||||
build.out.addVertex(x+p[0],y+p[1],z+p[2]).setColor(0xFFFFFFFF).setUv(sprite.getU(u),sprite.getV(v)).setUv3(slot.u(u),slot.v(v));}
|
||||
build.quads++;
|
||||
}
|
||||
}
|
||||
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();}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,99 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.buffers.Std140Builder;
|
||||
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.fabricmc.fabric.api.client.event.lifecycle.v1.ClientLifecycleEvents;
|
||||
import net.fabricmc.fabric.api.client.networking.v1.ClientPlayConnectionEvents;
|
||||
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;
|
||||
|
||||
/** Optional, texture-preserving highlights on visible voxel edges. No gameplay light changes. */
|
||||
public final class EdgeHighlights {
|
||||
// Destination * (1 + highlight): retain the block's existing colour and texture, including shadows.
|
||||
private static final RenderPipeline APPLY = RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(Identifier.parse("sanctuary:pipeline/edge_highlights"))
|
||||
.withVertexShader("core/screenquad")
|
||||
.withFragmentShader(Identifier.parse("sanctuary:core/edge_highlights"))
|
||||
.withBindGroupLayout(BindGroupLayout.builder()
|
||||
.withUniform("EdgeHighlights", UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("WorldDepth", UniformType.COMBINED_IMAGE_SAMPLER).build())
|
||||
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.of(new BlendFunction(
|
||||
BlendFactor.DST_COLOR, BlendFactor.ONE, BlendFactor.ZERO, BlendFactor.ONE)),
|
||||
GpuFormat.RGBA8_UNORM, ColorTargetState.WRITE_COLOR))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
private static final Matrix4f projection = new Matrix4f();
|
||||
private static MappableRingBuffer uniforms;
|
||||
private static boolean applied;
|
||||
private static int renderedFrames;
|
||||
|
||||
private EdgeHighlights() { }
|
||||
|
||||
public static void register() {
|
||||
ClientPlayConnectionEvents.DISCONNECT.register((handler, client) -> release());
|
||||
ClientLifecycleEvents.CLIENT_STOPPING.register(client -> release());
|
||||
}
|
||||
|
||||
public static void captureProjection(Matrix4f matrix) { projection.set(matrix); }
|
||||
|
||||
/** Runs after cast shadows and before the hand and HUD; works without the shadow depth map. */
|
||||
public static void render() {
|
||||
applied = false;
|
||||
var client = Minecraft.getInstance();
|
||||
if (!VanillaLight.active() || !VanillaLight.edgeHighlights() || VanillaLight.edgeIntensity() == 0
|
||||
|| client.level == null) {
|
||||
release();
|
||||
return;
|
||||
}
|
||||
if (PanoramaCapture.rendering()) return;
|
||||
var camera = client.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
|
||||
if (camera.fogType != FogType.NONE) return;
|
||||
if (uniforms == null) uniforms = new MappableRingBuffer(() -> "Sanctuary edge highlights",
|
||||
GpuBuffer.USAGE_UNIFORM | GpuBuffer.USAGE_MAP_WRITE, 176);
|
||||
var viewProjection = new Matrix4f(projection).mul(camera.viewRotationMatrix);
|
||||
var inverse = new Matrix4f(viewProjection).invert();
|
||||
var fog = camera.fogData;
|
||||
uniforms.rotate();
|
||||
try (var mapped = uniforms.currentBuffer().map(false, true)) {
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(inverse).putMat4f(viewProjection)
|
||||
.putVec4((float)(camera.pos.x - Math.floor(camera.pos.x)),
|
||||
(float)(camera.pos.y - Math.floor(camera.pos.y)),
|
||||
(float)(camera.pos.z - Math.floor(camera.pos.z)), VanillaLight.shadowPixels())
|
||||
.putVec4(VanillaLight.edgeIntensity() * .004f,
|
||||
RenderSystem.getDevice().getDeviceInfo().isZZeroToOne() ? 1 : 0,
|
||||
fog.renderDistanceStart, fog.renderDistanceEnd)
|
||||
.putVec4(fog.environmentalStart, fog.environmentalEnd, fog.color.w, VanillaLight.edgeDistance());
|
||||
}
|
||||
var main = client.gameRenderer.mainRenderTarget();
|
||||
var encoder = RenderSystem.getDevice().createCommandEncoder();
|
||||
try (var pass = encoder.createRenderPass(() -> "Sanctuary edge highlights",
|
||||
main.getColorTextureView(), Optional.empty())) {
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));
|
||||
pass.setUniform("EdgeHighlights", uniforms.currentBuffer());
|
||||
pass.setUniform("WorldDepth", main.getDepthTextureView(),
|
||||
RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST));
|
||||
pass.draw(3, 1, 0, 0);
|
||||
}
|
||||
renderedFrames++;
|
||||
applied = true;
|
||||
}
|
||||
|
||||
public static void release() {
|
||||
if (uniforms != null) { uniforms.close(); uniforms = null; }
|
||||
applied = false;
|
||||
}
|
||||
|
||||
static boolean applied() { return applied; }
|
||||
static boolean allocated() { return uniforms != null; }
|
||||
static int renderedFrames() { return renderedFrames; }
|
||||
}
|
||||
@@ -51,6 +51,7 @@ public final class PixelShadows {
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
private static final ShadowTerrain TERRAIN = new ShadowTerrain();
|
||||
private static final Matrix4f projection = new Matrix4f();
|
||||
private static final ShadowProjection lightGrid = new ShadowProjection();
|
||||
private static TextureTarget shadowMap;
|
||||
private static MappableRingBuffer uniforms;
|
||||
private static int renderedFrames;
|
||||
@@ -86,7 +87,7 @@ public final class PixelShadows {
|
||||
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 * zenithFade(sun.y))
|
||||
float strength = (lunar ? .10f * moon : .38f)
|
||||
* Math.clamp((sun.y - .08f) / .16f, 0, 1) * sky.rainBrightness;
|
||||
if (strength <= .001f) return;
|
||||
int distance = VanillaLight.shadowDistance(), pixels = VanillaLight.shadowPixels();
|
||||
@@ -100,7 +101,7 @@ public final class PixelShadows {
|
||||
GpuBuffer.USAGE_UNIFORM | GpuBuffer.USAGE_MAP_WRITE, 192);
|
||||
double ox = anchor(camera.pos.x), oy = anchor(camera.pos.y), oz = anchor(camera.pos.z);
|
||||
boolean zeroToOne = RenderSystem.getDevice().getDeviceInfo().isZZeroToOne();
|
||||
var light = lightMatrix(sun, distance, size, ox, oy, oz, zeroToOne);
|
||||
var light = lightGrid.matrix(sun, distance, size, ox, oy, oz, zeroToOne);
|
||||
var inverse = new Matrix4f(projection).mul(camera.viewRotationMatrix).invert();
|
||||
uniforms.rotate();
|
||||
var fog = camera.fogData;
|
||||
@@ -152,12 +153,6 @@ public final class PixelShadows {
|
||||
applied = true;
|
||||
}
|
||||
|
||||
/** Smoothly soften overhead sunlight, without a noon on/off discontinuity. */
|
||||
static float zenithFade(float elevation) {
|
||||
float t = Math.clamp((elevation - .92f) / .08f, 0, 1);
|
||||
return 1 - .75f * t * t * (3 - 2 * t);
|
||||
}
|
||||
|
||||
static double anchor(double coordinate) { return Math.floor(coordinate / 16.0 + .5) * 16.0; }
|
||||
static Vector3f sunDirection(float angle) { return new Vector3f(-(float)Math.sin(angle), (float)Math.cos(angle), 0); }
|
||||
static int mapSize(int distance, int pixels) {
|
||||
@@ -165,20 +160,9 @@ public final class PixelShadows {
|
||||
while (size < 2 * (distance + 16) * pixels && size < 4096) size *= 2;
|
||||
return size;
|
||||
}
|
||||
static Matrix4f lightMatrix(Vector3f sun, int distance, int size, double x, double y, double z, boolean zeroToOne) {
|
||||
float extent = distance + 16, reach = 4 * (distance + 16);
|
||||
// A fixed up axis is nonsingular even at noon. Snap the light-space origin to texels.
|
||||
var view = new Matrix4f().lookAt(sun.x * reach, sun.y * reach, sun.z * reach, 0, 0, 0, 0, 0, 1);
|
||||
double texel = 2.0 * extent / size;
|
||||
double sx = view.m00() * x + view.m10() * y + view.m20() * z;
|
||||
double sy = view.m01() * x + view.m11() * y + view.m21() * z;
|
||||
var result = new Matrix4f().setOrtho(-extent, extent, -extent, extent, .1f, reach * 2, zeroToOne).mul(view);
|
||||
result.m30(result.m30() + (float)((sx - Math.rint(sx / texel) * texel) / extent));
|
||||
result.m31(result.m31() + (float)((sy - Math.rint(sy / texel) * texel) / extent));
|
||||
return result;
|
||||
}
|
||||
public static void release() {
|
||||
TERRAIN.close();
|
||||
lightGrid.reset();
|
||||
if (shadowMap != null) { shadowMap.destroyBuffers(); shadowMap = null; }
|
||||
if (uniforms != null) { uniforms.close(); uniforms = null; }
|
||||
applied = false;
|
||||
|
||||
+25
-4
@@ -17,14 +17,35 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.saturation",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.saturation_help")),(caption,value)->Component.translatable("sanctuary.shaders.saturation_value",value),
|
||||
new OptionInstance.IntRange(0,200),VanillaLight.saturation(),VanillaLight::setSaturation));
|
||||
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));
|
||||
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.ore_emission",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.ore_emission_help")),VanillaLight.oreEmission(),VanillaLight::setOreEmission));
|
||||
slider("ore_intensity",VanillaLight.oreIntensity(),VanillaLight::setOreIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.edge_highlights",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.edge_highlights_help")),
|
||||
VanillaLight.edgeHighlights(),VanillaLight::setEdgeHighlights));
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.edge_intensity",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.edge_intensity_help")),(caption,value)->Component.translatable("sanctuary.shaders.edge_intensity_value",value),
|
||||
new OptionInstance.IntRange(0,100),VanillaLight.edgeIntensity(),VanillaLight::setEdgeIntensity));
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.edge_distance",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.edge_distance_help")),(caption,value)->Component.translatable("sanctuary.shaders.edge_distance_value",value),
|
||||
new OptionInstance.Enum<>(List.of(16,32,64,128,256),Codec.INT),VanillaLight.edgeDistance(),VanillaLight::setEdgeDistance));
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.pixel_shadows",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.pixel_shadows_help")),
|
||||
VanillaLight.pixelShadows(),VanillaLight::setPixelShadows));
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.shadow_pixels",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.shadow_pixels_help")),(caption,value)->Component.translatable("sanctuary.shaders.shadow_pixels_value",value),
|
||||
new OptionInstance.Enum<>(List.of(8,16,32),Codec.INT),VanillaLight.shadowPixels(),VanillaLight::setShadowPixels));
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.shadow_distance",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.shadow_distance_help")),(caption,value)->Component.translatable("sanctuary.shaders.shadow_distance_value",value),
|
||||
new OptionInstance.Enum<>(List.of(16,32,64),Codec.INT),VanillaLight.shadowDistance(),VanillaLight::setShadowDistance));
|
||||
new OptionInstance.Enum<>(List.of(16,32,64,128,256),Codec.INT),VanillaLight.shadowDistance(),VanillaLight::setShadowDistance));
|
||||
}
|
||||
private void slider(String key,int value,java.util.function.Consumer<Integer> setter){
|
||||
list.addBig(new OptionInstance<Integer>("sanctuary.shaders."+key,OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders."+key+"_help")),(caption,v)->Component.translatable("sanctuary.shaders."+key+"_value",v),
|
||||
new OptionInstance.IntRange(0,100),value,setter::accept));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
|
||||
/** Keeps the raster grid continuous as the sun moves; only camera recentering snaps to texels. */
|
||||
final class ShadowProjection {
|
||||
private boolean initialized;
|
||||
private int distance, size;
|
||||
private double x, y, z, phaseX, phaseY;
|
||||
|
||||
Matrix4f matrix(Vector3f sun, int distance, int size, double x, double y, double z, boolean zeroToOne) {
|
||||
float extent = distance + 16, reach = 4 * (distance + 16);
|
||||
var view = new Matrix4f().lookAt(sun.x * reach, sun.y * reach, sun.z * reach,
|
||||
0, 0, 0, 0, 0, 1);
|
||||
double texel = 2.0 * extent / size;
|
||||
if (!initialized || this.distance != distance || this.size != size) {
|
||||
phaseX = phaseY = 0;
|
||||
} else if (this.x != x || this.y != y || this.z != z) {
|
||||
double dx = x - this.x, dy = y - this.y, dz = z - this.z;
|
||||
phaseX = Math.IEEEremainder(phaseX + view.m00() * dx + view.m10() * dy + view.m20() * dz, texel);
|
||||
phaseY = Math.IEEEremainder(phaseY + view.m01() * dx + view.m11() * dy + view.m21() * dz, texel);
|
||||
}
|
||||
// Re-rounding the projected WORLD origin every frame made a slowly rotating light jump
|
||||
// a raster texel periodically, particularly far from spawn. Retain this phase in between
|
||||
// camera anchor changes: the light can rotate continuously without moving the raster origin.
|
||||
initialized = true;
|
||||
this.distance = distance; this.size = size;
|
||||
this.x = x; this.y = y; this.z = z;
|
||||
var result = new Matrix4f().setOrtho(-extent, extent, -extent, extent, .1f, reach * 2, zeroToOne).mul(view);
|
||||
result.m30(result.m30() + (float)(phaseX / extent));
|
||||
result.m31(result.m31() + (float)(phaseY / extent));
|
||||
return result;
|
||||
}
|
||||
|
||||
void reset() { initialized = false; }
|
||||
}
|
||||
@@ -39,8 +39,8 @@ import org.joml.Vector3fc;
|
||||
* A different ClientLevel, or update(null, ...), also releases all owned resources.
|
||||
*/
|
||||
public final class ShadowTerrain implements AutoCloseable {
|
||||
/** Bounds metadata/work as well as geometry; current shader options use 16, 32 and 64. */
|
||||
public static final int MAX_DISTANCE = 128;
|
||||
/** Bounds metadata/work as well as geometry; shader options reach 256 blocks. */
|
||||
public static final int MAX_DISTANCE = 256;
|
||||
private static final int MAX_SECTIONS_PER_UPDATE = 4;
|
||||
private static final long BUILD_NANOS = 3_000_000L;
|
||||
private static final long MAX_GPU_BYTES = 96L * 1024 * 1024;
|
||||
@@ -61,6 +61,8 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
private long gpuBytes;
|
||||
private List<Entry> entries = List.of();
|
||||
private boolean entriesChanged;
|
||||
private long reconciledTick = Long.MIN_VALUE;
|
||||
private boolean metadataDirty = true;
|
||||
private int cameraSectionX, cameraSectionY, cameraSectionZ;
|
||||
|
||||
/**
|
||||
@@ -108,7 +110,12 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
cameraSectionX = cx;
|
||||
cameraSectionY = cy;
|
||||
cameraSectionZ = cz;
|
||||
reconcile();
|
||||
// Large ranges must not rescan loaded chunk metadata at the display's frame rate.
|
||||
if (moved || metadataDirty || reconciledTick != level.getGameTime()) {
|
||||
reconcile();
|
||||
reconciledTick = level.getGameTime();
|
||||
metadataDirty = false;
|
||||
}
|
||||
if (moved) {
|
||||
retryDeferred();
|
||||
}
|
||||
@@ -172,11 +179,13 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
RenderSystem.assertOnRenderThread();
|
||||
Section section = sections.get(SectionPos.asLong(sx, sy, sz));
|
||||
if (section != null) dirty(section);
|
||||
else metadataDirty = true;
|
||||
}
|
||||
|
||||
/** Coordinates are chunk coordinates. Caller also invalidates adjacent chunks as needed. */
|
||||
public void dirtyChunk(int cx, int cz) {
|
||||
RenderSystem.assertOnRenderThread();
|
||||
metadataDirty = true;
|
||||
for (Section section : sections.values()) {
|
||||
if (section.x == cx && section.z == cz) dirty(section);
|
||||
}
|
||||
@@ -406,6 +415,8 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
for (Section section : sections.values()) release(section);
|
||||
sections.clear();
|
||||
chunks.clear();
|
||||
reconciledTick = Long.MIN_VALUE;
|
||||
metadataDirty = true;
|
||||
shapes.clear();
|
||||
entries = List.of();
|
||||
entriesChanged = false;
|
||||
|
||||
@@ -17,9 +17,17 @@ public final class VanillaLight {
|
||||
private static final class Preferences {
|
||||
boolean enabled=true;
|
||||
int saturation=142;
|
||||
boolean pixelShadows=false;
|
||||
boolean pixelShadows=true;
|
||||
boolean bloom=false;
|
||||
int bloomIntensity=35;
|
||||
int bloomRadius=50;
|
||||
boolean oreEmission=true;
|
||||
int oreIntensity=50;
|
||||
boolean edgeHighlights=false;
|
||||
int edgeIntensity=30;
|
||||
int edgeDistance=32;
|
||||
int shadowPixels=16;
|
||||
int shadowDistance=32;
|
||||
int shadowDistance=128;
|
||||
}
|
||||
private static Path path(){return FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");}
|
||||
public static boolean enabled(){
|
||||
@@ -27,22 +35,43 @@ 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.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.shadowDistance=normalizeShadowValue(preferences.shadowDistance,16,32,64);
|
||||
preferences.shadowDistance=normalizeShadowDistance(preferences.shadowDistance);
|
||||
}
|
||||
return preferences.enabled;
|
||||
}
|
||||
public static boolean externalEngine(){return EXTERNAL_ENGINE;}
|
||||
public static boolean active(){return ProgressionClient.active()&&!EXTERNAL_ENGINE&&enabled();}
|
||||
public static int saturation(){enabled();return preferences.saturation;}
|
||||
public static boolean edgeHighlights(){enabled();return preferences.edgeHighlights;}
|
||||
public static int edgeDistance(){enabled();return preferences.edgeDistance;}
|
||||
public static void setEdgeDistance(int value){enabled();preferences.edgeDistance=normalizeShadowDistance(value);save();}
|
||||
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 bloom(){enabled();return preferences.bloom;}
|
||||
public static int bloomIntensity(){enabled();return preferences.bloomIntensity;}
|
||||
public static int bloomRadius(){enabled();return preferences.bloomRadius;}
|
||||
public static boolean oreEmission(){enabled();return preferences.oreEmission;}
|
||||
public static int oreIntensity(){enabled();return preferences.oreIntensity;}
|
||||
public static void setBloom(boolean value){enabled();preferences.bloom=value;save();}
|
||||
public static void setBloomIntensity(int value){enabled();preferences.bloomIntensity=Math.clamp(value,0,100);save();}
|
||||
public static void setBloomRadius(int value){enabled();preferences.bloomRadius=Math.clamp(value,0,100);save();}
|
||||
public static void setOreEmission(boolean value){enabled();preferences.oreEmission=value;save();}
|
||||
public static void setOreIntensity(int value){enabled();preferences.oreIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean pixelShadows(){enabled();return preferences.pixelShadows;}
|
||||
public static int shadowPixels(){enabled();return preferences.shadowPixels;}
|
||||
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 setShadowDistance(int value){enabled();preferences.shadowDistance=normalizeShadowValue(value,16,32,64);save();}
|
||||
public static void setShadowDistance(int value){enabled();preferences.shadowDistance=normalizeShadowDistance(value);save();}
|
||||
public static void setEnabled(boolean value){
|
||||
enabled();preferences.enabled=value;
|
||||
save();
|
||||
@@ -52,6 +81,12 @@ public final class VanillaLight {
|
||||
if(value<(low+middle)/2)return low;
|
||||
return value<(middle+high)/2?middle:high;
|
||||
}
|
||||
private static int normalizeShadowDistance(int value){
|
||||
if(value<24)return 16;
|
||||
if(value<48)return 32;
|
||||
if(value<96)return 64;
|
||||
return value<192?128:256;
|
||||
}
|
||||
private static void save(){
|
||||
try{
|
||||
Files.createDirectories(path().getParent());var temporary=path().resolveSibling(path().getFileName()+".tmp");
|
||||
|
||||
+3
-2
@@ -1,6 +1,7 @@
|
||||
package fr.koka.sanctuary.mixin.client;
|
||||
|
||||
import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import net.minecraft.client.renderer.extract.LevelExtractor;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import org.spongepowered.asm.mixin.Mixin;
|
||||
@@ -13,8 +14,8 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
abstract class PixelShadowDirtyMixin {
|
||||
@Inject(method="blockChanged", at=@At("HEAD"))
|
||||
private void sanctuary$dirty(BlockPos pos, int flags, CallbackInfo ci) {
|
||||
PixelShadows.dirtyBlock(pos);
|
||||
PixelShadows.dirtyBlock(pos); Bloom.dirtyBlock(pos);
|
||||
}
|
||||
@Inject(method="allChanged", at=@At("HEAD"))
|
||||
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); }
|
||||
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); Bloom.release(); }
|
||||
}
|
||||
|
||||
+4
-3
@@ -1,6 +1,7 @@
|
||||
package fr.koka.sanctuary.mixin.client;
|
||||
|
||||
import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import net.minecraft.client.multiplayer.ClientLevel;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.state.BlockState;
|
||||
@@ -15,11 +16,11 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
||||
abstract class PixelShadowLevelMixin {
|
||||
@Inject(method="setBlocksDirty", at=@At("HEAD"))
|
||||
private void sanctuary$block(BlockPos pos, BlockState before, BlockState after, CallbackInfo ci) {
|
||||
if (before != after) PixelShadows.dirtyBlock(pos);
|
||||
if (before != after) {PixelShadows.dirtyBlock(pos);Bloom.dirtyBlock(pos);}
|
||||
}
|
||||
|
||||
@Inject(method="onChunkLoaded", at=@At("TAIL"))
|
||||
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); }
|
||||
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); }
|
||||
@Inject(method="unload", at=@At("HEAD"))
|
||||
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); }
|
||||
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); }
|
||||
}
|
||||
|
||||
+6
-2
@@ -4,6 +4,8 @@ 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.EdgeHighlights;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import net.minecraft.client.renderer.GameRenderer;
|
||||
import net.minecraft.client.renderer.ProjectionMatrixBuffer;
|
||||
import org.joml.Matrix4f;
|
||||
@@ -17,10 +19,12 @@ 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$projection(ProjectionMatrixBuffer buffer, Matrix4f matrix, Operation<GpuBufferSlice> original) {
|
||||
PixelShadows.captureProjection(matrix);
|
||||
EdgeHighlights.captureProjection(matrix);
|
||||
Bloom.captureProjection(matrix);
|
||||
return original.call(buffer, matrix);
|
||||
}
|
||||
@Inject(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/GameRenderer;render3dHud(Lnet/minecraft/client/renderer/state/level/CameraRenderState;Lnet/minecraft/client/renderer/state/level/PlayerRenderState;Lnet/minecraft/client/renderer/state/OptionsRenderState;Z)V"))
|
||||
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); }
|
||||
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); EdgeHighlights.render(); Bloom.render(); }
|
||||
@Inject(method={"close", "setLevel"}, at=@At("HEAD"))
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); }
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); EdgeHighlights.release(); Bloom.release(); }
|
||||
}
|
||||
|
||||
@@ -2257,12 +2257,36 @@
|
||||
"block.sanctuary.deepslate_sapphire_ore": "Deepslate Sapphire Ore",
|
||||
"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_intensity": "Edge intensity",
|
||||
"sanctuary.shaders.edge_intensity_help": "Highlight strength along edges. Independent of cast shadows.",
|
||||
"sanctuary.shaders.edge_intensity_value": "Edge intensity: %s %%",
|
||||
"sanctuary.shaders.pixel_shadows": "Pixel shadows",
|
||||
"sanctuary.shaders.pixel_shadows_help": "Sun shadows and subtle moon shadows on a pixel grid. Dappled foliage and softer shadows at noon. Disabled by default; requires Vanilla Light.",
|
||||
"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_distance": "Shadow distance",
|
||||
"sanctuary.shaders.shadow_distance_value": "%s blocks",
|
||||
"sanctuary.shaders.shadow_distance_help": "Shadow range: 16, 32 or 64 blocks. Higher distances cost more performance. Requires Vanilla Light and pixel shadows."
|
||||
"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.",
|
||||
"sanctuary.shaders.edge_distance": "Highlight distance",
|
||||
"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_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_intensity": "Bloom strength",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Halo strength. Zero disables bloom and frees its resources.",
|
||||
"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_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%%"
|
||||
}
|
||||
|
||||
@@ -2257,12 +2257,36 @@
|
||||
"block.sanctuary.deepslate_sapphire_ore": "Minerai de saphir des abîmes",
|
||||
"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_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 %%",
|
||||
"sanctuary.shaders.pixel_shadows": "Ombres pixelisées",
|
||||
"sanctuary.shaders.pixel_shadows_help": "Ombres du soleil et ombres légères de la lune, sur une grille de pixels. Feuillage irrégulier et ombres atténuées à midi. Désactivées par défaut ; nécessite Vanilla Light.",
|
||||
"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_distance": "Distance des ombres",
|
||||
"sanctuary.shaders.shadow_distance_value": "%s blocs",
|
||||
"sanctuary.shaders.shadow_distance_help": "Portée des ombres : 16, 32 ou 64 blocs. Une distance plus élevée coûte davantage en performances. Nécessite Vanilla Light et les ombres pixelisées."
|
||||
"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.",
|
||||
"sanctuary.shaders.edge_distance": "Portée des arêtes",
|
||||
"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_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_intensity": "Intensité du bloom",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Force du halo. Zéro désactive le bloom et libère ses ressources.",
|
||||
"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_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 %%"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
#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(){vec3 halo=texture(InputTexture,texCoord).rgb;fragColor=vec4(clamp(halo*BloomParams.z,0.0,1.0),0.0);}
|
||||
@@ -0,0 +1,13 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D InputTexture;
|
||||
layout(std140) uniform BlurParams { vec4 Step; };
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
// At most one low-resolution texel between taps: broad halos cannot turn into a sparse grid.
|
||||
void main(){
|
||||
float weights[13]=float[13](0.099908358,0.096834501,0.088168817,0.075414785,0.060597482,0.045741379,0.032435495,0.021606698,0.013521126,0.007948660,0.004389667,0.002277329,0.001109882);
|
||||
vec3 color=texture(InputTexture,texCoord).rgb*weights[0];
|
||||
for(int i=1;i<=12;i++){vec2 d=Step.xy*float(i);color+=(texture(InputTexture,texCoord+d).rgb+texture(InputTexture,texCoord-d).rgb)*weights[i];}
|
||||
fragColor=vec4(color,0.0);
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D InputTexture;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){vec4 emission=texture(InputTexture,texCoord);fragColor=emission.a>0.0?emission:vec4(0.0);}
|
||||
@@ -0,0 +1,6 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D InputTexture;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){vec2 pixel=1.0/vec2(textureSize(InputTexture,0));vec3 sum=vec3(0.0);for(int y=0;y<8;y++)for(int x=0;x<8;x++)sum+=texture(InputTexture,texCoord+(vec2(x,y)-3.5)*pixel).rgb;fragColor=vec4(sum/64.0,0.0);}
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:bloom_scene.glsl>
|
||||
uniform sampler2D BlockAtlas;
|
||||
uniform sampler2D EmissionMasks;
|
||||
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;
|
||||
void main(){
|
||||
vec2 uv=gl_FragCoord.xy/vec2(textureSize(WorldDepth,0));
|
||||
float depth=texture(WorldDepth,uv).r;
|
||||
if(depth>0.0&&length(relativePosition)>length(bloomPosition(uv,depth))+0.02)discard;
|
||||
vec4 source=texture(BlockAtlas,blockUv);
|
||||
float mask=texture(EmissionMasks,maskUv).r;
|
||||
bool ore=tint.a<0.5;
|
||||
float nativeLight=ore?tint.a*(255.0/120.0):max(0.0,(tint.a*255.0-128.0)/127.0);
|
||||
float amount=mask*(ore?max(BloomParams.x,nativeLight):nativeLight)*bloomFog(relativePosition);
|
||||
if(source.a<0.5||amount<0.001)discard;
|
||||
fragColor=vec4(source.rgb*tint.rgb*amount,ore?amount:0.0);
|
||||
}
|
||||
@@ -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 +1,15 @@
|
||||
#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(){
|
||||
fragColor=vec4(0.0);
|
||||
if(texture(WorldDepth,texCoord).r>0.0)return;
|
||||
vec3 ray=normalize(bloomPosition(texCoord,0.00001));
|
||||
float celestial=max(step(0.955,dot(ray,SunDirection.xyz))*SunDirection.w,step(0.975,dot(ray,MoonDirection.xyz))*MoonDirection.w);
|
||||
vec3 color=texture(InputTexture,texCoord).rgb;
|
||||
float luminance=dot(color,vec3(.2126,.7152,.0722));
|
||||
fragColor=vec4(color*smoothstep(.72,.98,luminance)*celestial,0.0);
|
||||
}
|
||||
@@ -0,0 +1,71 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D WorldDepth;
|
||||
layout(std140) uniform EdgeHighlights {
|
||||
mat4 InverseViewProjection;
|
||||
mat4 ViewProjection;
|
||||
vec4 CameraGrid;
|
||||
vec4 StrengthClipFog;
|
||||
vec4 EnvironmentFog;
|
||||
};
|
||||
layout(location = 0) in vec2 texCoord;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
vec3 positionAt(vec2 uv, float depth) {
|
||||
float z = StrengthClipFog.y > 0.5 ? depth : depth * 2.0 - 1.0;
|
||||
vec4 p = InverseViewProjection * vec4(uv * 2.0 - 1.0, z, 1.0);
|
||||
return p.xyz / p.w;
|
||||
}
|
||||
|
||||
float exposed(vec3 probe, vec3 surface, vec3 normal) {
|
||||
vec4 clip = ViewProjection * vec4(probe, 1.0);
|
||||
if (clip.w <= 0.0) return 0.0;
|
||||
vec2 uv = clip.xy / clip.w * 0.5 + 0.5;
|
||||
if (any(lessThanEqual(uv, vec2(0.0))) || any(greaterThanEqual(uv, vec2(1.0)))) return 0.0;
|
||||
// Reconstruct at the sampled depth texel's centre, not at a different subpixel position.
|
||||
vec2 size = vec2(textureSize(WorldDepth, 0));
|
||||
uv = (floor(uv * size) + 0.5) / size;
|
||||
float depth = texture(WorldDepth, uv).r;
|
||||
if (depth <= 0.0) return 1.0;
|
||||
float behind = dot(positionAt(uv, depth) - surface, normal);
|
||||
// A coplanar neighbouring block contributes zero. Concave corners are not glowing seams.
|
||||
return 1.0 - smoothstep(-0.045, -0.020, behind);
|
||||
}
|
||||
|
||||
float fogAmount(float distance, float start, float end) {
|
||||
return clamp((distance - start) / max(end - start, 0.001), 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
float depth = texture(WorldDepth, texCoord).r;
|
||||
vec3 relative = positionAt(texCoord, depth);
|
||||
vec3 dx = dFdx(relative), dy = dFdy(relative);
|
||||
vec3 normal = normalize(cross(dx, dy));
|
||||
if (dot(normal, -relative) < 0.0) normal = -normal;
|
||||
vec3 an = abs(normal);
|
||||
if (depth <= 0.0 || length(relative) >= EnvironmentFog.w || max(max(an.x, an.y), an.z) < 0.995) discard;
|
||||
vec3 axis = an.x > an.y && an.x > an.z ? vec3(1,0,0) : an.y > an.z ? vec3(0,1,0) : vec3(0,0,1);
|
||||
normal = axis * sign(dot(normal, axis));
|
||||
vec3 tangent = axis.x > 0.5 ? vec3(0,0,1) : vec3(1,0,0);
|
||||
vec3 bitangent = abs(cross(axis, tangent));
|
||||
float width = 1.0 / CameraGrid.w;
|
||||
vec3 p = relative + CameraGrid.xyz;
|
||||
float plane = floor(dot(p, axis) * CameraGrid.w + 0.5) * width;
|
||||
// Restrict to voxel planes; don't trace arbitrary moving models with a voxel-grid effect.
|
||||
if (abs(dot(p, axis) - plane) > 0.003) discard;
|
||||
vec3 q = (floor(p * CameraGrid.w + 0.0001) + 0.5) * width;
|
||||
q += axis * (plane - dot(q, axis));
|
||||
q -= CameraGrid.xyz;
|
||||
float probeWidth = max(width, max(length(dx), length(dy)));
|
||||
float edge = max(max(exposed(q + tangent * probeWidth, q, normal), exposed(q - tangent * probeWidth, q, normal)),
|
||||
max(exposed(q + bitangent * probeWidth, q, normal), exposed(q - bitangent * probeWidth, q, normal)));
|
||||
// Connected surfaces share their outline, irrespective of the block texture.
|
||||
// Integrate subpixel strips as coverage rather than deleting distant CTM outlines.
|
||||
float footprint = max(length(dx), length(dy));
|
||||
float fade = min(1.0, width / max(footprint, width));
|
||||
fade *= 1.0 - smoothstep(EnvironmentFog.w * 0.75, EnvironmentFog.w, length(relative));
|
||||
float fog = max(fogAmount(length(relative), EnvironmentFog.x, EnvironmentFog.y),
|
||||
fogAmount(max(length(relative.xz), abs(relative.y)), StrengthClipFog.z, StrengthClipFog.w));
|
||||
float highlight = edge * fade * StrengthClipFog.x * (1.0 - fog * EnvironmentFog.z);
|
||||
fragColor = vec4(vec3(highlight), 0.0);
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
uniform sampler2D WorldDepth;
|
||||
layout(std140) uniform BloomScene {
|
||||
mat4 InverseViewProjection;
|
||||
vec4 BloomParams;
|
||||
vec4 SunDirection;
|
||||
vec4 MoonDirection;
|
||||
vec4 FogDistance;
|
||||
vec4 FogInfo;
|
||||
};
|
||||
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);
|
||||
return p.xyz/p.w;
|
||||
}
|
||||
float bloomFog(vec3 position) {
|
||||
float a=clamp((max(length(position.xz),abs(position.y))-FogDistance.x)/max(.001,FogDistance.y-FogDistance.x),0.0,1.0);
|
||||
float b=clamp((length(position)-FogDistance.z)/max(.001,FogDistance.w-FogDistance.z),0.0,1.0);
|
||||
return 1.0-max(a,b)*FogInfo.x;
|
||||
}
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
name = "Sanctuary"
|
||||
author = "KOKA99CAB"
|
||||
version = "beta.128"
|
||||
version = "beta.130"
|
||||
pack-format = "packwiz:1.1.0"
|
||||
|
||||
[index]
|
||||
|
||||
Reference in New Issue
Block a user