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Author SHA1 Message Date
koka 534dfec4f8 feat(shader): selective bloom and shared precision in beta.130
Build Sanctuary / build (push) Canceled after 0s
2026-09-17 21:04:33 +02:00
koka 26e305d15f Record beta.129 publication and verified Prism synchronization
Build Sanctuary / build (push) Canceled after 0s
2026-09-17 19:13:09 +02:00
koka 35103a7ea8 Add connected edge highlights and stable shadow projection for beta.129
Build Sanctuary / build (push) Canceled after 0s
2026-09-17 19:11:11 +02:00
35 changed files with 1601 additions and 74 deletions
+20 -8
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@@ -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
latelier, les œufs et la neige saisonnière dans linstance **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,
+12
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@@ -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 16256 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
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@@ -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 16256 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 dassemblage 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/`.
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@@ -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
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@@ -9,8 +9,8 @@ loom_version=1.17.20
fabric_api_version=0.160.5+26.3
# Release counter: beta.001, .002, .003, ... (see docs/versioning.md).
mod_version=beta.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
+4
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@@ -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') }
@@ -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;}
}
@@ -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);
}
}
@@ -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); }
}
@@ -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;
@@ -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");
@@ -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$reload(CallbackInfo ci) { PixelShadows.release(); Bloom.release(); }
}
@@ -1,6 +1,7 @@
package fr.koka.sanctuary.mixin.client;
import fr.koka.sanctuary.client.shader.PixelShadows;
import fr.koka.sanctuary.client.shader.Bloom;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.core.BlockPos;
import net.minecraft.world.level.block.state.BlockState;
@@ -15,11 +16,11 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
abstract class PixelShadowLevelMixin {
@Inject(method="setBlocksDirty", at=@At("HEAD"))
private void sanctuary$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()); }
}
@@ -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 saffinent 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
View File
@@ -1,6 +1,6 @@
name = "Sanctuary"
author = "KOKA99CAB"
version = "beta.128"
version = "beta.130"
pack-format = "packwiz:1.1.0"
[index]