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7fada570ef |
@@ -20,13 +20,11 @@ La [vision complète](docs/vision.md) conserve les intentions ; le
|
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L’économie, les claims et les dimensions décrits dans la vision restent
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à implémenter.
|
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|
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La version **beta.134** ajoute le **PBR · relief des matériaux** optionnel :
|
||||
normales procédurales mises en cache, rugosité par matériau et reflets orientés.
|
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Le SSGI reçoit un filtre spatial guidé par la profondeur et des normales de faces
|
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stabilisées. **Options → Shaders** ; réglages existants conservés.
|
||||
Le [ticket de livraison](docs/shader-beta134.md) décrit le rendu et ses limites.
|
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Release publiée et même instance **Sanctuary Beta** synchronisée, sauvegardes
|
||||
et réglages conservés.
|
||||
La version **beta.137** ajoute des **rayons solaires volumétriques** qui traversent
|
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les ouvertures du décor et le feuillage. Activés à 35 %, réglables indépendamment
|
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du bloom dans **Options → Shaders**. Carte d'ombres partagée, portée de 64 blocs
|
||||
maximum. Le [ticket](docs/shader-beta137.md) détaille les vérifications.
|
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Release publiée et même instance Prism synchronisée ; sauvegardes et réglages conservés.
|
||||
La [livraison précédente](docs/clay-workshop-integration-beta110.md) réunit déjà
|
||||
l’atelier, les œufs et la neige saisonnière dans l’instance **Sanctuary Beta**.
|
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Les [synchronisations antérieures](docs/git-sync-beta092.md) restent documentées.
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@@ -37,6 +35,27 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
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l’étude de Xaero et des alternatives libres.
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|
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|
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## beta.137 — Rayons solaires
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Faisceaux volumétriques légers, intensité réglable et feuillage perméable.
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[Contrat et vérifications](docs/shader-beta137.md) ·
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[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.137/Sanctuary-beta.137.mrpack) ·
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[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.137/Sanctuary-Test-beta.137.mrpack).
|
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|
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## beta.136 — Lens flare rectangulaire
|
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|
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Soleil et lune, reflets doux et intensité indépendante du bloom.
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[Contrat et vérifications](docs/shader-beta136.md) ·
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[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.136/Sanctuary-beta.136.mrpack) ·
|
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[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.136/Sanctuary-Test-beta.136.mrpack).
|
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|
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## beta.135 — SSGI près des surfaces
|
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|
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Correction des coupures à courte distance, sans flouter les textures.
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[Contrat et vérifications](docs/shader-beta135.md) ·
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[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.135/Sanctuary-beta.135.mrpack) ·
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[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.135/Sanctuary-Test-beta.135.mrpack).
|
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|
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## beta.134 — PBR optionnel et SSGI filtré
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|
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Relief et reflets des matériaux ; lissage de la lumière indirecte.
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|
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@@ -14,6 +14,42 @@ JAR Sanctuary sont des pièces jointes de releases Gitea. Aucun JAR de mod ou
|
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dépendance téléchargée n'entre dans l'historique Git. Le canal Beta est distinct
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de l'ancien pack 26.2.
|
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|
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## beta.137 — Rayons solaires volumétriques
|
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|
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Rayons à travers les ouvertures et le feuillage, activés à 35 %, indépendants
|
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du bloom et de l'affichage des ombres de surface. Carte solaire partagée.
|
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[Contrat et vérifications](shader-beta137.md).
|
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[Release beta.137](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.137)
|
||||
publiée ; canal `68cb39a5edbf5d34def02f670e2488ee852605b8`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.137/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.136 — Lens flare rectangulaire
|
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|
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Rectangles à dégradé doux pour le soleil et la lune, activés à 30 % et
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réglables indépendamment du bloom. Occultation par les blocs et phases lunaires.
|
||||
[Contrat et vérifications](shader-beta136.md).
|
||||
[Release beta.136](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.136)
|
||||
publiée ; canal `dd5b545a7cfbb957f2c70e9dc17034b44caef98f`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.136/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.135 — SSGI en proximité et nouveaux défauts
|
||||
|
||||
Normales stables près des surfaces, atténuation progressive du rebond au contact.
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||||
Bloom à 20 %, PBR et SSGI activés par défaut, choix personnels existants conservés.
|
||||
[Contrat et vérifications](shader-beta135.md).
|
||||
[Release beta.135](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.135)
|
||||
publiée ; canal `5b0df577fcd036937c25be3a1f4580f9db3103a1`. Deux synchronisations isolées,
|
||||
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
|
||||
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
|
||||
sauvegarde préalable `sanctuary-backups/before-beta.135/`.
|
||||
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
|
||||
|
||||
## beta.134 — PBR optionnel et SSGI filtré
|
||||
|
||||
Normales procédurales en cache, rugosité/métallicité par famille et reflets
|
||||
|
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@@ -0,0 +1,116 @@
|
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# SHADER-135 — SSGI en contre-plongée et près des surfaces
|
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|
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Demande : supprimer les déchirures horizontales sous une surface, notamment
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près de la lave, et atténuer proprement le rebond quand la caméra s'approche
|
||||
d'une source ou d'un mur. Branche `codex/shader-closeup-beta135`, socle beta.134.
|
||||
Minecraft 26.3 / Java 25 ; aucune modification de monde ou de gameplay.
|
||||
|
||||
## Diagnostic et correction
|
||||
|
||||
Le calcul des normales comparait l'aire du pixel en unités du monde à un seuil
|
||||
fixe. À courte distance ou à haute résolution, cette aire devient naturellement
|
||||
très petite : le rejet pouvait couper une surface continue. Les deux directions
|
||||
sont maintenant normalisées avant leur produit vectoriel. Les texels de bord
|
||||
sont bornés et les voisins sans profondeur ne créent plus de fausse surface.
|
||||
|
||||
La composition utilise le centre exact du texel de profondeur. Le rebond
|
||||
s'atténue entre 0,4 et 0,06 bloc de distance au **plan** receveur, et lorsque la
|
||||
vue devient presque tangente. Cette distance évite une découpe circulaire sur
|
||||
un mur plat. L'image native reste nette ; aucune texture du décor n'est floutée.
|
||||
|
||||
Les sondes sortant du volume de projection sont rejetées. Leur contribution
|
||||
s'atténue près du plan de caméra et de la limite d'épaisseur d'un impact, au lieu
|
||||
d'une contribution pleine jusqu'à cette limite. Trois ressources GLSL modifiées ;
|
||||
aucune passe, cible GPU, lecture CPU, histoire temporelle ou option ajoutée.
|
||||
Les 12 rayons × 10 pas et les deux passes de filtrage spatial restent inchangés.
|
||||
|
||||
## Réglages initiaux
|
||||
|
||||
Demande ajoutée pendant la livraison : **bloom 20 %**, **PBR ON** et **SSGI ON**.
|
||||
Les intensités PBR 50 et SSGI 35 restent inchangées. Les champs absents du fichier
|
||||
de préférences prennent ces nouvelles valeurs ; les choix explicites du joueur
|
||||
restent conservés. Aides françaises et anglaises mises à jour. Vérification
|
||||
native supplémentaire des préférences vierges, partielles et personnalisées.
|
||||
|
||||
## Reproduction native
|
||||
|
||||
Deux scènes isolées : stone au-dessus de la lave, puis coin à 0,5 bloc d'une
|
||||
paroi rouge. Caméra en contre-plongée, sept distances au plafond de 2 à 0,04 bloc,
|
||||
comparaisons OFF/35/100 avant/après. Dans la première scène, à 0,1 bloc et
|
||||
intensité 100, le saut maximal de gain rouge moyen entre lignes de pixels neutres
|
||||
passe de **14,88 à 0,052** niveaux sur 255. Dans le coin, à 0,4 bloc et intensité
|
||||
35, le rebond auparavant rejeté revient (gain moyen de **6,01** niveaux), puis
|
||||
s'atténue à l'approche du contact. Ces chiffres concernent ces scènes uniquement.
|
||||
|
||||
Les deux essais ciblés corrigés réussissent en 1 min 18 s et 1 min 17 s sur
|
||||
Apple M1 / OpenGL. Images avant/après conservées dans `build/closeup-*` ;
|
||||
comparateur autonome `build/Shader-beta.135-comparaison.html`.
|
||||
|
||||
## Régression et livraison
|
||||
|
||||
Les contrôles natifs de la suite générale réussissent jusqu'au parcours SSGI :
|
||||
ombres, lune, feuillage, temps réel, CTM, émissifs/bloom, couleurs de rebond,
|
||||
occlusion, réglages, rechargement et déplacement latéral de 12 blocs à 35/100.
|
||||
Log : `build/shader135-client-main.log`. La suite n'est pas présentée comme
|
||||
entièrement réussie : elle s'est arrêtée sur une attente incorrecte du nouveau
|
||||
test, qui demandait du rebond alors que sa source était sortie du champ.
|
||||
|
||||
Le scénario corrigé distingue la haute résolution avec source visible de la
|
||||
vue très relevée sans source visible. Le bassin possède un fond pour isoler la
|
||||
lave des essais suivants ; les particules du scénario précédent sont effacées
|
||||
avant la comparaison PBR statique. Une première tentative avait aussi rencontré
|
||||
le refus natif de remettre l'horloge à sa valeur actuelle ; la préparation de
|
||||
l'heure est désormais répétable. Ces changements concernent uniquement les tests.
|
||||
|
||||
Le contrôle final ciblé **réussit en 2 min 52 s** : les deux scènes, 35/100,
|
||||
sept distances, 1280 × 720 avec source visible, source hors champ, mouvement
|
||||
minuscule, rendu combiné, puis contrôles PBR complets (cache, intensités,
|
||||
matériaux, soleil, toit, OFF/zéro, redimensionnement et rechargement).
|
||||
Log : `build/shader135-client-final.log` ; marqueurs `SSGI135_CLOSEUP_PASS` et
|
||||
`PBR134_PASS`. Les seuils de proximité et PBR sont conservés.
|
||||
Le contrôle supplémentaire des nouveaux défauts et du PBR **réussit en
|
||||
1 min 16 s** : préférences vierges, champs absents, valeurs personnelles conservées,
|
||||
puis rendu PBR et combinaison des effets. Log : `build/shader135-defaults-client.log`.
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 18 s**, 126 tâches. Le serveur GameTest dédié demeure exclu
|
||||
conformément au refus EULA antérieur. Les classes des scénarios clients compilent
|
||||
aussi après leur isolation explicite des effets activés par défaut.
|
||||
Log : `build/shader135-build.log` ; compilation : `build/shader135-test-compile.log`.
|
||||
|
||||
## Archives vérifiées
|
||||
|
||||
Comparaison à beta.134 : **6 entrées de production** modifiées, limitées aux
|
||||
trois ressources SSGI, aux valeurs initiales et aux aides FR/EN. Gameplay et
|
||||
textures des gemmes inchangés. Packs normal/Test : JAR Sanctuary identique ;
|
||||
archives de sources et template conformes aux sources. Reçu local ignoré :
|
||||
`build/shader135-artifact.json`.
|
||||
|
||||
|
||||
## Limites
|
||||
|
||||
Le SSGI utilise seulement les surfaces visibles : les sources hors champ restent
|
||||
absentes et un grand changement de vue peut modifier le rebond. L'atténuation
|
||||
proche est volontaire ; ce n'est pas une simulation volumétrique. Le brouillard
|
||||
natif de submersion continue de suspendre le SSGI, comme en beta.134. Aucun
|
||||
résultat Windows/Vulkan ni mesure de FPS revendiqués.
|
||||
|
||||
- `Sanctuary-beta.135.mrpack` : 10422391 octets ; SHA-256 `36ac278f9f5ecd2cefd69da16ea7d153ff44c5fc8e6bf0b3a3d6b71f5d767af6`.
|
||||
|
||||
- `Sanctuary-Test-beta.135.mrpack` : 10441314 octets ; SHA-256 `e096374f7ea0856b20392e5d277e94f6c3d411723d7ffc10ceccdd9f0bf5c4d4`.
|
||||
|
||||
JAR : `a68ccd04a92a962c46a76b26a80cb44a4faf7a13a562094dde51010ade594c10`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.135](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.135)
|
||||
publiée depuis `7fada570efb5ed579e6e4d7bc2b87079c7131b31`. Canal packwiz
|
||||
`5b0df577fcd036937c25be3a1f4580f9db3103a1` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.135 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.135/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparateur natif également vérifiés dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader135-artifact.json`, `build/shader135-isolated.json`,
|
||||
`build/shader135-prism.json`, `build/shader135-publication.log`.
|
||||
@@ -0,0 +1,85 @@
|
||||
# SHADER-136 — Lens flare rectangulaire doux
|
||||
|
||||
Demande : ajouter un lens flare avec des rectangles dégradés, exclusivement
|
||||
pour le soleil et la lune. Socle beta.135, branche `codex/lens-flare-beta136`.
|
||||
Minecraft 26.3 / Java 25. Aucun changement de gameplay ou de monde.
|
||||
|
||||
## Contrat
|
||||
|
||||
Effet activé initialement à **30 %**, intensité réglable 0–100, indépendant du halo de bloom.
|
||||
Rectangles translucides aux bords doux, suivant la position de l'astre à l'écran.
|
||||
La visibilité provient de l'image émissive céleste native, avant les blocs :
|
||||
les murs masquent l'effet, les sources de terrain ne le déclenchent pas.
|
||||
L'astre sortant du champ doit s'atténuer sans sauter sur le bord opposé.
|
||||
Pas d'historique, ni lecture GPU vers le CPU, ni texture générée sur disque.
|
||||
|
||||
## Rendu et budget
|
||||
|
||||
Trois rectangles à dégradé doux par astre : un halo horizontal près de sa
|
||||
position et deux reflets plus petits le long de l'axe passant par le centre de
|
||||
l'écran. Teinte solaire chaude, lunaire légèrement bleue. Intégration de la
|
||||
lumière réellement dessinée par le ciel natif ; phases de lune conservées.
|
||||
Atténuation aux bords de l'écran et à l'horizon, sans projection derrière la caméra.
|
||||
|
||||
Le masque céleste est mesuré avant l'ajout des émissifs de terrain. Réduction
|
||||
vers une texture 2 × 1 RGBA16F (512 échantillons au maximum au total), puis une
|
||||
passe de composition avec deux lectures de cette texture et des dégradés analytiques.
|
||||
La cible d'émission plein écran existante est réutilisée. Quand seul le flare
|
||||
fonctionne, aucun maillage d'émissif de terrain ni tampon de flou n'est construit.
|
||||
OFF et zéro libèrent la cible du flare ; les autres effets gardent leur autonomie.
|
||||
|
||||
## Vérification
|
||||
|
||||
Le scénario client natif réussit en **1 min 52 s** sur macOS / Apple M1 / OpenGL.
|
||||
Soleil OFF/30/80, lune et nouvelle lune, mur occultant, source hors champ,
|
||||
glowstone exclue, image statique, redimensionnement et rechargement des ressources.
|
||||
Le flare reste actif sans bloom ; OFF/zéro libèrent ses ressources. Préférences
|
||||
vierges, partielles, personnalisées, bornage et libellés FR/EN vérifiés.
|
||||
Les contrôles existants du bloom et des minerais émissifs passent également.
|
||||
Log : `build/shader136-client-final.log`, marqueurs `EMISSIVE131_PASS` et
|
||||
`LENS_FLARE136_PASS`. Les captures natives restent dans le dossier de tests ; comparatif autonome
|
||||
`build/Shader-beta.136-comparaison.html` (soleil OFF/30/80 et lune OFF/30).
|
||||
|
||||
Une première tentative s'est arrêtée sur l'attente d'un angle de caméra :
|
||||
Minecraft normalise 180° en −180°. Le scénario utilise maintenant un angle
|
||||
canonique ; ce changement concerne uniquement le test.
|
||||
|
||||
## Limites
|
||||
|
||||
Effet optique en espace écran : il s'atténue quand l'astre quitte le champ et
|
||||
à l'horizon. Le masque natif du ciel contrôle l'occultation ; la lune reste
|
||||
volontairement beaucoup plus discrète. Le brouillard de submersion suspend
|
||||
l'effet comme le bloom existant. Aucun essai Windows/Vulkan ni mesure de FPS
|
||||
revendiqués.
|
||||
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 29 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader136-build.log`.
|
||||
Comparaison à beta.135 : **9 entrées de production** modifiées, uniquement
|
||||
le rendu, ses préférences et ses libellés. Gameplay et textures des gemmes
|
||||
strictement conservés. JAR normal/Test identique, sources et template vérifiés.
|
||||
Reçu local : `build/shader136-artifact.json`.
|
||||
|
||||
- `Sanctuary-beta.136.mrpack` : 10424821 octets ; SHA-256 `808006bf2b0cb3fe63d3e16ae3a0003d27ad0b7e793a3a05f25b5d73ae88bc8d`.
|
||||
|
||||
- `Sanctuary-Test-beta.136.mrpack` : 10443744 octets ; SHA-256 `70f593ad16d1f4fd4305b276ce2727a63f87bcb84df45e55840c1427a314a1eb`.
|
||||
|
||||
JAR : `086afede22903f8988889f6085631451f65d6d55c2e4c81f249d2234698e68e5`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.136](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.136)
|
||||
publiée depuis `71296a9cfb0f6b1a6e6f0c48145f3cc432c8afd0`. Canal packwiz
|
||||
`dd5b545a7cfbb957f2c70e9dc17034b44caef98f` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.136 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.136/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparatif natif également vérifiés dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader136-artifact.json`, `build/shader136-isolated.json`,
|
||||
`build/shader136-prism.json`, `build/shader136-publication.log`.
|
||||
@@ -0,0 +1,96 @@
|
||||
# SHADER-137 — Rayons solaires volumétriques
|
||||
|
||||
Demande validée : faisceaux légers découpés par les blocs, carte d'ombres partagée,
|
||||
feuillage perméable, rendu natif préservé, option et intensité indépendantes du bloom.
|
||||
Socle beta.136, branche `codex/sunshafts-beta137`, Minecraft 26.3 / Java 25.
|
||||
Aucun changement de monde ni de gameplay.
|
||||
|
||||
## Contrat
|
||||
|
||||
Soleil uniquement ; activé initialement à 35 %, intensité 0–100.
|
||||
Intégration de 16 segments par pixel à un quart de chaque dimension.
|
||||
Reconstruction guidée par la profondeur, sans historique ni bruit animé.
|
||||
Réutilisation du masque de feuillage déjà stable dans les ombres.
|
||||
La carte solaire peut fonctionner sans afficher les ombres sur les surfaces.
|
||||
Portée bornée à 64 blocs et à la moitié de la portée des ombres.
|
||||
Atténuation aux limites de la carte, à l'horizon et avec la météo.
|
||||
|
||||
## Rendu et coût borné
|
||||
|
||||
Deux passes : intégration dans une cible RGBA16F de largeur et hauteur divisées
|
||||
par quatre, puis reconstruction guidée par la profondeur. Seize segments
|
||||
quadratiques privilégient les premiers mètres ; quatre lectures fixes de la
|
||||
carte d'ombres par segment adoucissent seulement la lumière dans l'air.
|
||||
La dernière portion du rayon rétrécit continûment à l'approche d'une surface.
|
||||
La lumière utilise une teinte solaire chaude mélangée au brouillard natif.
|
||||
|
||||
La carte d'ombres et ses maillages sont partagés, y compris les trous de
|
||||
transmission déterministes des feuilles. Aucune copie d'image plein écran,
|
||||
aucune duplication du terrain, aucune lecture GPU côté CPU ni accumulation
|
||||
entre images dans le rendu de production. OFF/zéro libèrent le volume ; la
|
||||
carte d'ombres reste seulement si les ombres de surface sont activées.
|
||||
Le soleil sous l'horizon et la submersion suspendent les rayons.
|
||||
|
||||
## Vérifications
|
||||
|
||||
Scénario natif réussi en **1 min 41 s** sur macOS / Apple M1 / OpenGL : pièce
|
||||
entièrement fermée, toit ajouré OFF/35/100, feuilles puis ciel ouvert, déplacement
|
||||
de quatre blocs et retour, caméra proche d'un mur à 0,5 puis 0,125 bloc,
|
||||
soleil hors champ, nuit, OFF/zéro, carte d'ombres partagée, effet combiné,
|
||||
redimensionnement à 961 × 541 et rechargement des ressources. Préférences
|
||||
vierges/partielles/personnelles, bornage et libellés FR/EN également vérifiés.
|
||||
Log : `build/shader137-client-final.log`, marqueur `SUNSHAFT137_PASS`.
|
||||
Comparatif autonome : `build/Shader-beta.137-comparaison.html`.
|
||||
|
||||
La première tentative s'est arrêtée sur une comparaison de gain brut entre
|
||||
feuillage et ciel ouvert. La composition dispose de moins de marge sur un mur
|
||||
déjà clair : le test compare maintenant la contribution normalisée sur les mêmes
|
||||
surfaces, et les feuilles du scénario sont persistantes. Aucun seuil du rendu
|
||||
n'a été assoupli pour faire passer ce contrôle.
|
||||
|
||||
Les contrôles natifs existants du bloom, des vingt textures de minerais émissifs
|
||||
et du lens flare réussissent également en **1 min 32 s**, avec leurs seuils
|
||||
inchangés. Log : `build/shader137-regression.log`, marqueurs `EMISSIVE131_PASS`
|
||||
et `LENS_FLARE136_PASS`. Les autres effets sont explicitement isolés dans les
|
||||
scénarios qui nécessitent une image témoin sans rayons.
|
||||
|
||||
## Limites
|
||||
|
||||
Le volume utilise les formes présentes dans la carte d'ombres existante :
|
||||
il n'ajoute pas de projection d'ombre des entités ou des nuages. Le feuillage
|
||||
reste une approximation par transmission déterministe. Portée maximale de
|
||||
64 blocs, atténuée à son extrémité. Le faible nombre de segments et la résolution
|
||||
réduite peuvent lisser les ouvertures très fines. Aucun résultat Windows/Vulkan
|
||||
ni mesure de FPS revendiqués.
|
||||
|
||||
|
||||
## Construction et archives
|
||||
|
||||
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
|
||||
réussit en **2 min 27 s**, 126 tâches. Le serveur GameTest dédié reste exclu
|
||||
conformément au refus EULA antérieur. Log : `build/shader137-build.log`.
|
||||
Comparaison à beta.136 : **11 entrées de production** modifiées, uniquement
|
||||
le rendu, ses préférences et ses libellés. Gameplay et textures des gemmes
|
||||
strictement conservés. JAR normal/Test identique, sources et template vérifiés.
|
||||
Reçu local : `build/shader137-artifact.json`.
|
||||
|
||||
- `Sanctuary-beta.137.mrpack` : 10431723 octets ; SHA-256 `6684d1dbe48cd3031b373a03d4380519fdbf5d841e1c7cb5e290dec63b5ba9f6`.
|
||||
|
||||
- `Sanctuary-Test-beta.137.mrpack` : 10450650 octets ; SHA-256 `32b0cee60152b6a5c8f31b248391c79a5fdf47b649de74902b066457ad4785ef`.
|
||||
|
||||
JAR : `f1fbc106b4b048753f9a669af37e9c12f92168af486d4072f514e86920c81faa`.
|
||||
|
||||
## Livraison
|
||||
|
||||
[Release beta.137](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.137)
|
||||
publiée depuis `2d7072b8a8febac53354e9d0063246ac1e843e37`. Canal packwiz
|
||||
`68cb39a5edbf5d34def02f670e2488ee852605b8` ; téléchargements publics vérifiés par SHA-256.
|
||||
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
|
||||
réussissent. Un seul JAR beta.137 actif ; les **923 fichiers personnels suivis**,
|
||||
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
|
||||
`sanctuary-backups/before-beta.137/`, aucun monde personnel ouvert.
|
||||
|
||||
Packs normal/Test/template et comparatif natif également vérifiés dans
|
||||
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
|
||||
Reçus locaux ignorés : `build/shader137-artifact.json`, `build/shader137-isolated.json`,
|
||||
`build/shader137-prism.json`, `build/shader137-publication.log`.
|
||||
+2
-2
@@ -9,8 +9,8 @@ loom_version=1.17.20
|
||||
fabric_api_version=0.160.5+26.3
|
||||
|
||||
# Release counter: beta.001, .002, .003, ... (see docs/versioning.md).
|
||||
mod_version=beta.134
|
||||
pack_version=beta.134
|
||||
mod_version=beta.137
|
||||
pack_version=beta.137
|
||||
resource_pack_version=beta.121
|
||||
maven_group=fr.koka.sanctuary
|
||||
jei_version=30.32.0-sanctuary.3
|
||||
|
||||
@@ -99,7 +99,13 @@ tasks.named('processGametestResources') {
|
||||
def ssgi132Client = providers.gradleProperty('sanctuarySsgi132ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuarySsgi132ClientTests', ssgi132Client)
|
||||
if (ssgi132Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Ssgi132ClientChecks') }
|
||||
def closeup135Client = providers.gradleProperty('sanctuarySsgiCloseup135ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuarySsgiCloseup135ClientTests', closeup135Client)
|
||||
if (closeup135Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.SsgiCloseup135ClientChecks') }
|
||||
|
||||
def sunshaft137Client = providers.gradleProperty('sanctuarySunshaft137ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuarySunshaft137ClientTests', sunshaft137Client)
|
||||
if (sunshaft137Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Sunshafts137ClientChecks') }
|
||||
def bloom130Client = providers.gradleProperty('sanctuaryBloom130ClientTests').map { it.toBoolean() }.getOrElse(false)
|
||||
inputs.property('sanctuaryBloom130ClientTests', bloom130Client)
|
||||
if (bloom130Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Bloom130ClientChecks') }
|
||||
|
||||
+3
-2
@@ -23,7 +23,7 @@ public final class Bloom130ClientChecks implements FabricClientGameTest {
|
||||
String ns=name.equals("ruby")||name.equals("sapphire")?"sanctuary:":"minecraft:";result.add(ns+name+"_ore");result.add(ns+"deepslate_"+name+"_ore");}
|
||||
result.add("minecraft:nether_quartz_ore");result.add("minecraft:nether_gold_ore");return List.copyOf(result);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();analyseTextures();VanillaLight.setSaturation(100);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);});
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);analyseTextures();VanillaLight.setSaturation(100);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);});
|
||||
server.runOnServer(s->{command(s,"time set 18000");
|
||||
for(int x=4;x<=20;x++)for(int z=4;z<=20;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.CONCRETE.black().defaultBlockState());
|
||||
@@ -97,12 +97,13 @@ public final class Bloom130ClientChecks implements FabricClientGameTest {
|
||||
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("EMISSIVE131_PASS independent cores with halo OFF/zero; blur resources released; defaults; masks for 20 ore textures; selective night glow; halo intensity/spread; no through-wall glow; live edits; torch/glowstone/lamp/lava/sun; resource reload; defaults/migration; orePixels="+orePixels+" oreGain="+oreGain+" haloLow="+low+" haloHigh="+high+" sunHalo="+sunlight);
|
||||
LensFlare136ClientChecks.run(c,server);
|
||||
}
|
||||
private static BlockPos orePos(int i){return new BlockPos(8+i%5,65,8+i/5);}
|
||||
private static void preferences(){try{
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.deleteIfExists(path);forgetPreferences();
|
||||
check(VanillaLight.pixelShadows()&&VanillaLight.shadowDistance()==128&&VanillaLight.shadowPixels()==16&&VanillaLight.edgeDistance()==32,"Fresh requested defaults: shadows ON, 128; highlights 32; shared precision 16");
|
||||
check(VanillaLight.bloom()&&VanillaLight.oreEmission()&&VanillaLight.edgeHighlights()&&VanillaLight.bloomIntensity()==35&&VanillaLight.bloomRadius()==50,"Bloom, ore emission and edge highlights default to ON");
|
||||
check(VanillaLight.bloom()&&VanillaLight.oreEmission()&&VanillaLight.edgeHighlights()&&VanillaLight.bloomIntensity()==20&&VanillaLight.bloomRadius()==50,"Bloom, ore emission and edge highlights default to ON");
|
||||
Files.writeString(path,"{\"bloom\":false,\"oreEmission\":false,\"edgeHighlights\":false,\"pixelShadows\":false,\"shadowDistance\":64,\"shadowPixels\":8,\"edgeDistance\":16}");forgetPreferences();
|
||||
check(!VanillaLight.bloom()&&!VanillaLight.oreEmission()&&!VanillaLight.edgeHighlights()&&!VanillaLight.pixelShadows()&&VanillaLight.shadowDistance()==64&&VanillaLight.shadowPixels()==8&&VanillaLight.edgeDistance()==16,"Existing user choices are retained");
|
||||
for(int n:new int[]{-10,0,35,100,400}){VanillaLight.setBloomIntensity(n);VanillaLight.setBloomRadius(n);VanillaLight.setOreIntensity(n);forgetPreferences();check(VanillaLight.bloomIntensity()==Math.clamp(n,0,100)&&VanillaLight.bloomRadius()==Math.clamp(n,0,100)&&VanillaLight.oreIntensity()==Math.clamp(n,0,100),"Persisted bloom controls are bounded");}
|
||||
|
||||
+2
@@ -160,6 +160,8 @@ final class EdgeHighlights129ClientChecks {
|
||||
check(VanillaLight.edgeHighlights(),"Toggle persists independently");
|
||||
VanillaLight.setEdgeHighlights(false);
|
||||
VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);
|
||||
VanillaLight.setPbr(false);VanillaLight.setSsgi(false);
|
||||
} catch(java.io.IOException e) { throw new AssertionError(e); }
|
||||
}
|
||||
|
||||
|
||||
+70
@@ -0,0 +1,70 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import java.nio.file.Files;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.network.chat.Component;
|
||||
|
||||
/** Native sky image, not a generated mockup; explicit independent effect controls. */
|
||||
final class LensFlare136ClientChecks {
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);});
|
||||
server.runOnServer(s->{command(s,"time add 1");command(s,"time set 3000");});
|
||||
camera(c,server,100.5,130,100.5,70);aim(c,server,false);
|
||||
var off=capture(c,"flare-sun-off");enable(c,true);var on=capture(c,"flare-sun-30");
|
||||
long low=gain(off,on);check(low>1000,"Default sun flare is visible: "+low);
|
||||
c.runOnClient(m->check(!Bloom.haloAllocated()&&Bloom.flareAllocated(),"Flare runs without bloom blur targets"));
|
||||
unchanged(on,capture(c,null),"Static rectangular flare has no animated noise");
|
||||
c.runOnClient(m->VanillaLight.setLensFlareIntensity(80));frames(c);var high=capture(c,"flare-sun-80");
|
||||
check(gain(off,high)>low*1.5,"Flare intensity changes native pixels");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();frames(c);
|
||||
unchanged(high,capture(c,"flare-reloaded"),"Flare recovers after resource reload");
|
||||
int width=c.computeOnClient(m->m.getWindow().getScreenWidth()),height=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
c.runOnClient(m->m.getWindow().setWindowed(961,541));c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=off.width(),200);frames(c);
|
||||
enable(c,false);var smallOff=capture(c,null);enable(c,true);check(gain(smallOff,capture(c,"flare-resized"))>1000,"Flare survives odd-sized targets");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(width,height));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==off.width(),200);frames(c);
|
||||
var direction=c.computeOnClient(m->PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));
|
||||
var eye=c.computeOnClient(m->m.player.getEyePosition());var center=BlockPos.containing(eye.x+direction.x*8,eye.y+direction.y*8,eye.z+direction.z*8);
|
||||
cover(server,center,true);c.waitTicks(35);frames(c);var hiddenOn=capture(c,"flare-sun-covered");enable(c,false);
|
||||
unchanged(hiddenOn,capture(c,null),"Occluded sun produces no rectangular flare through a wall");
|
||||
cover(server,center,false);c.waitTicks(35);aim(c,server,false);
|
||||
c.runOnClient(m->{VanillaLight.setBloom(true);VanillaLight.setBloomIntensity(20);VanillaLight.setLensFlareIntensity(30);});enable(c,true);capture(c,"flare-bloom-combined");
|
||||
c.runOnClient(m->VanillaLight.setBloom(false));look(c,server,0,80);enable(c,false);var away=capture(c,null);enable(c,true);unchanged(away,capture(c,"flare-away"),"Behind-camera celestial sources produce no reflected screen edge");
|
||||
server.runOnServer(s->s.overworld().setBlockAndUpdate(new BlockPos(100,129,104),Blocks.GLOWSTONE.defaultBlockState()));
|
||||
look(c,server,0,35);c.waitTicks(25);enable(c,false);var lampOff=capture(c,null);enable(c,true);unchanged(lampOff,capture(c,"flare-glowstone-excluded"),"Visible glowstone does not create a celestial flare");
|
||||
server.runOnServer(s->command(s,"time set 15000"));c.waitTicks(20);aim(c,server,true);
|
||||
enable(c,false);var moonOff=capture(c,"flare-moon-off");enable(c,true);long moon=gain(moonOff,capture(c,"flare-moon-30"));
|
||||
check(moon>200,"Native visible moon creates its own subtle flare: "+moon);
|
||||
server.runOnServer(s->command(s,"time set 111000"));c.waitFor(m->m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.moonPhase.index()==4,200);aim(c,server,true);
|
||||
enable(c,false);var newOff=capture(c,null);enable(c,true);check(gain(newOff,capture(c,"flare-new-moon"))<moon*.1,"Dark new moon does not retain full moon flare");
|
||||
c.runOnClient(m->VanillaLight.setLensFlareIntensity(0));c.waitTicks(8);c.runOnClient(m->check(!Bloom.flareAllocated()&&!Bloom.allocated(),"Zero frees all resources with other effects OFF"));
|
||||
unchanged(newOff,capture(c,null),"Zero flare restores source image");
|
||||
c.runOnClient(m->{VanillaLight.setLensFlareIntensity(30);VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);});
|
||||
for(String locale:new String[]{"fr_fr","en_us"})c.runOnClient(m->{
|
||||
m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());
|
||||
for(String suffix:new String[]{"lens_flare","lens_flare_help","lens_flare_intensity","lens_flare_intensity_help"}){
|
||||
String key="sanctuary.shaders."+suffix;check(!Component.translatable(key).getString().equals(key),"Localized flare control: "+locale+" "+key);
|
||||
}
|
||||
});
|
||||
System.out.println("LENS_FLARE136_PASS sunGain="+low+" moonGain="+moon+" visibility, resize, reload, strength, independent bloom, zero, preferences, FR/EN");
|
||||
}
|
||||
private static void cover(TestServerContext server,BlockPos center,boolean on){server.runOnServer(s->{for(int x=-4;x<=4;x++)for(int y=-4;y<=4;y++)for(int z=-4;z<=4;z++)s.overworld().setBlockAndUpdate(center.offset(x,y,z),on?Blocks.STONE.defaultBlockState():Blocks.AIR.defaultBlockState());});}
|
||||
private static void aim(ClientGameTestContext c,TestServerContext server,boolean moon){
|
||||
var direction=c.computeOnClient(m->PixelShadows.sunDirection(moon?m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.moonAngle:m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));
|
||||
look(c,server,net.minecraft.util.Mth.wrapDegrees((float)Math.toDegrees(Math.atan2(-direction.x,direction.z))+12),-(float)Math.toDegrees(Math.asin(direction.y))+8);
|
||||
}
|
||||
private static void frames(ClientGameTestContext c){int before=c.computeOnClient(m->Bloom.renderedFrames());c.waitFor(m->Bloom.applied()&&Bloom.ready()&&Bloom.renderedFrames()>before+10,1200);c.waitTicks(8);}
|
||||
private static void enable(ClientGameTestContext c,boolean value){c.runOnClient(m->VanillaLight.setLensFlare(value));if(value)frames(c);else c.waitTicks(8);}
|
||||
private static long gain(Frame off,Frame on){long sum=0;for(int i=0;i<off.pixels().length;i++)for(int shift:new int[]{0,8,16})sum+=Math.max(0,(on.pixels()[i]>>shift&255)-(off.pixels()[i]>>shift&255));return sum;}
|
||||
private static void preferences(){try{
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(path,"{\"bloom\":false,\"bloomIntensity\":20}");forgetPreferences();
|
||||
check(VanillaLight.lensFlare()&&VanillaLight.lensFlareIntensity()==30&&!VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20,"Flare defaults preserve bloom choices");
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setLensFlareIntensity(73);forgetPreferences();check(!VanillaLight.lensFlare()&&VanillaLight.lensFlareIntensity()==73,"Saved custom flare retained");
|
||||
for(int n:new int[]{-10,0,30,100,150}){VanillaLight.setLensFlareIntensity(n);forgetPreferences();check(VanillaLight.lensFlareIntensity()==Math.clamp(n,0,100),"Flare intensity persists and clamps");}
|
||||
VanillaLight.setLensFlareIntensity(30);
|
||||
}catch(java.io.IOException e){throw new AssertionError(e);}}
|
||||
}
|
||||
+4
-2
@@ -13,12 +13,14 @@ import java.util.Arrays;
|
||||
public final class Pbr134ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();materials();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);});
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);materials();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);});
|
||||
server.runOnServer(s->{command(s,"time set 1000");for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),(x<10?Blocks.BRICKS:x<17?Blocks.OAK_PLANKS:Blocks.IRON_BLOCK).defaultBlockState());
|
||||
for(int y=65;y<=102;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.AIR.defaultBlockState());
|
||||
}});
|
||||
camera(c,server,10.5,69,5.5,65);look(c,server,0,40);settle(c);
|
||||
// The preceding lava/mob fixture may leave animated particles after its blocks are removed.
|
||||
c.runOnClient(m->m.particleEngine.clearParticles());c.waitTicks(2);
|
||||
var off=capture(c,"pbr-off");enable(c,true);var on=capture(c,"pbr-50");
|
||||
var delta=difference(off,on);System.out.println("PBR134_DIFF "+delta);check(delta.changed>500&&delta.brighter>100&&delta.darker>100,"Texture relief has lit and shaded pixels: "+delta);
|
||||
int analyses=c.computeOnClient(m->ProceduralPbr.analyses());c.waitTicks(20);
|
||||
@@ -59,7 +61,7 @@ public final class Pbr134ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
private static void preferences(){try{
|
||||
var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"ssgi\":true,\"ssgiIntensity\":35,\"bloom\":false}");forgetPreferences();
|
||||
check(!VanillaLight.pbr()&&VanillaLight.pbrIntensity()==50&&VanillaLight.ssgi()&&!VanillaLight.bloom(),"PBR optional default preserves old choices");
|
||||
check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==50&&VanillaLight.ssgi()&&!VanillaLight.bloom(),"Missing PBR setting defaults ON while preserving explicit old choices");
|
||||
for(int n:new int[]{-1,0,50,100,101}){VanillaLight.setPbr(true);VanillaLight.setPbrIntensity(n);forgetPreferences();check(VanillaLight.pbr()&&VanillaLight.pbrIntensity()==Math.clamp(n,0,100),"PBR preference persistence/clamp");}
|
||||
VanillaLight.setPbrIntensity(50);
|
||||
}catch(Exception e){throw new AssertionError(e);}}
|
||||
|
||||
+25
-4
@@ -36,11 +36,13 @@ 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,ssgiOnly,pbrOnly;
|
||||
private final boolean bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly;
|
||||
public PixelShadows122ClientChecks(){this(false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly){this(bloomOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly){this(bloomOnly,ssgiOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly){this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;this.pbrOnly=pbrOnly;}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly){this(bloomOnly,ssgiOnly,pbrOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly){this(bloomOnly,ssgiOnly,pbrOnly,closeupOnly,false);}
|
||||
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly,boolean sunshaftOnly){this.sunshaftOnly=sunshaftOnly;this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;this.pbrOnly=pbrOnly;this.closeupOnly=closeupOnly;}
|
||||
private static final int FLOOR = 64;
|
||||
private static final AABB PILLAR = new AABB(0, FLOOR + 1, 0, 2, FLOOR + 9, 2);
|
||||
private static final BlockPos SLAB = new BlockPos(5, FLOOR + 3, -5);
|
||||
@@ -135,6 +137,8 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
c.runOnClient(m -> check(VanillaLight.active(), "Native Sanctuary shader is active without an external engine"));
|
||||
float morning = c.computeOnClient(m -> m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
|
||||
|
||||
if(sunshaftOnly){Sunshafts137ClientChecks.run(c,server);return;}
|
||||
if(closeupOnly){SsgiCloseup135ClientChecks.run(c,server);Pbr134ClientChecks.run(c,server);return;}
|
||||
if(pbrOnly){Pbr134ClientChecks.run(c,server);return;}
|
||||
if(ssgiOnly){Ssgi132ClientChecks.run(c,server);return;}
|
||||
if(bloomOnly){Bloom130ClientChecks.run(c,server);return;}
|
||||
@@ -264,7 +268,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
});
|
||||
});
|
||||
c.waitTicks(3);
|
||||
c.takeScreenshot("sanctuary-beta134-shader-options-" + locale);
|
||||
c.takeScreenshot("sanctuary-beta137-shader-options-" + locale);
|
||||
}
|
||||
c.runOnClient(m -> m.gui.setScreen(null));
|
||||
}
|
||||
@@ -428,7 +432,24 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
? java.util.stream.Stream.concat(java.util.stream.Stream.of(widget), widgets(child)) : java.util.stream.Stream.of(widget));
|
||||
}
|
||||
|
||||
private static void checkDefaults135() {
|
||||
try {
|
||||
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");
|
||||
Files.deleteIfExists(path);forgetPreferences();
|
||||
check(VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20&&VanillaLight.pbr()&&VanillaLight.ssgi(),"Fresh defaults: bloom20, PBR and SSGI ON");
|
||||
check(VanillaLight.pbrIntensity()==50&&VanillaLight.ssgiIntensity()==35,"Existing effect strengths retained");
|
||||
Files.writeString(path,"{\"pbr\":false,\"ssgi\":false,\"bloomIntensity\":73}");forgetPreferences();
|
||||
check(!VanillaLight.pbr()&&!VanillaLight.ssgi()&&VanillaLight.bloomIntensity()==73,"Explicit personal toggles and intensity survive changed defaults");
|
||||
Files.writeString(path,"{\"bloom\":false}");forgetPreferences();
|
||||
check(!VanillaLight.bloom()&&VanillaLight.bloomIntensity()==20&&VanillaLight.pbr()&&VanillaLight.ssgi(),"Missing fields get new defaults without replacing explicit values");
|
||||
System.out.println("SHADER135_DEFAULTS_PASS fresh, partial and personal preferences");
|
||||
} catch(IOException e){throw new AssertionError(e);}
|
||||
}
|
||||
|
||||
private static void checkPreferences() {
|
||||
checkDefaults135();
|
||||
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);
|
||||
VanillaLight.setPbr(false);
|
||||
VanillaLight.setSsgi(false);
|
||||
VanillaLight.setBloom(false);
|
||||
VanillaLight.setOreEmission(false);
|
||||
@@ -531,7 +552,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
|
||||
static Frame capture(ClientGameTestContext c, String name) {
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta134-shader-" + name);
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta137-shader-" + name);
|
||||
var result = new CompletableFuture<Frame>();
|
||||
c.runOnClient(m -> Screenshot.takeScreenshot(m.gameRenderer.mainRenderTarget(), image -> {
|
||||
try (image) {
|
||||
|
||||
+3
-2
@@ -13,7 +13,7 @@ import java.nio.file.Files;
|
||||
public final class Ssgi132ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
c.runOnClient(m->{preferences();VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);VanillaLight.setPbr(false);VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
server.runOnServer(s->{command(s,"time set 6000");for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.CONCRETE.white().defaultBlockState());
|
||||
for(int y=65;y<=102;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.AIR.defaultBlockState());
|
||||
@@ -63,6 +63,7 @@ public final class Ssgi132ClientChecks implements FabricClientGameTest {
|
||||
c.runOnClient(m->check(!ScreenSpaceGI.allocated(),"Main shader OFF releases SSGI too"));
|
||||
c.runOnClient(m->VanillaLight.setEnabled(true));frames(c);enable(c,false);
|
||||
motion(c,server);
|
||||
SsgiCloseup135ClientChecks.run(c,server);
|
||||
System.out.println("SSGI133_PASS red/blue diffuse bounce; intensity; flat rejection; foreground occlusion; static stability; tiny camera motion; resize; reload; combined shader; OFF/zero; preferences; red="+red+" blue="+blue);
|
||||
}
|
||||
private static void motion(ClientGameTestContext c,TestServerContext server){
|
||||
@@ -109,7 +110,7 @@ public final class Ssgi132ClientChecks implements FabricClientGameTest {
|
||||
private static void frames(ClientGameTestContext c){int start=c.computeOnClient(m->ScreenSpaceGI.renderedFrames());c.waitFor(m->ScreenSpaceGI.applied()&&ScreenSpaceGI.renderedFrames()>start+10,1200);c.waitTicks(6);}
|
||||
private static void preferences(){try{
|
||||
var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"bloom\":false,\"shadowPixels\":128}");forgetPreferences();
|
||||
check(!VanillaLight.ssgi()&&VanillaLight.ssgiIntensity()==35&&!VanillaLight.bloom()&&VanillaLight.shadowPixels()==128,"Legacy choices preserved; experimental SSGI defaults OFF at 35");
|
||||
check(VanillaLight.ssgi()&&VanillaLight.ssgiIntensity()==35&&!VanillaLight.bloom()&&VanillaLight.shadowPixels()==128,"Legacy choices preserved; missing SSGI setting defaults ON at 35");
|
||||
for(int i:new int[]{-10,0,35,90,140}){VanillaLight.setSsgiIntensity(i);VanillaLight.setSsgi(true);forgetPreferences();check(VanillaLight.ssgi()&&VanillaLight.ssgiIntensity()==Math.clamp(i,0,100),"SSGI persists and clamps");}
|
||||
VanillaLight.setSsgiIntensity(90);
|
||||
}catch(Exception e){throw new AssertionError(e);}}
|
||||
|
||||
+78
@@ -0,0 +1,78 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
|
||||
/** Native low-angle and near-plane regression fixture; never opens a personal world. */
|
||||
public final class SsgiCloseup135ClientChecks implements net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setPbr(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setPixelShadows(false);VanillaLight.setEdgeHighlights(false);});
|
||||
server.runOnServer(s->{
|
||||
// Minecraft 26.3 rejects setting a clock to its existing value.
|
||||
command(s,"time add 1");command(s,"time set 6000");
|
||||
for(int x=-5;x<=24;x++)for(int z=-5;z<=24;z++){
|
||||
// Contain lava: no flow below the platform into the following PBR fixture.
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,63,z),Blocks.STONE.defaultBlockState());
|
||||
for(int y=64;y<=102;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),y==64?Blocks.STONE.defaultBlockState():Blocks.AIR.defaultBlockState());
|
||||
if(x>=5&&x<=16&&z>=4&&z<=14)s.overworld().setBlockAndUpdate(new BlockPos(x,64,z),Blocks.LAVA.defaultBlockState());
|
||||
if(x>=5&&x<=16&&z>=8&&z<=14)s.overworld().setBlockAndUpdate(new BlockPos(x,68,z),Blocks.STONE.defaultBlockState());
|
||||
if(x>=5&&x<=16&&z==12)for(int y=65;y<=67;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.CONCRETE.red().defaultBlockState());
|
||||
}
|
||||
});c.waitTicks(40);c.waitFor(m->m.levelRenderer.hasRenderedAllSections(),1200);
|
||||
for(int scene=0;scene<2;scene++)for(int intensity:new int[]{35,100}){
|
||||
c.runOnClient(m->VanillaLight.setSsgiIntensity(intensity));
|
||||
for(int step=0;step<7;step++){
|
||||
// Eye approaches the underside, crossing the old fixed normal-area threshold.
|
||||
double gap=new double[]{2.0,1.0,.65,.4,.2,.1,.04}[step];
|
||||
camera(c,server,10.5,68-gap-1.62,scene==0?9.5:11.5,65);look(c,server,0,-25);
|
||||
c.runOnClient(m->VanillaLight.setSsgi(false));c.waitTicks(8);
|
||||
var off=capture(c,"closeup-"+scene+"-"+intensity+"-"+step+"-off");
|
||||
c.runOnClient(m->VanillaLight.setSsgi(true));c.waitFor(m->ScreenSpaceGI.applied(),1200);c.waitTicks(12);
|
||||
var on=capture(c,"closeup-"+scene+"-"+intensity+"-"+step+"-on");
|
||||
var stats=rowJump(off,on);
|
||||
System.out.println("SSGI135_CLOSEUP scene="+scene+" intensity="+intensity+" gap="+gap+" "+stats);
|
||||
if(scene==0&&gap<=.1)check(stats.jump<2&&stats.gain<.1,"Near-plane bounce fades without a horizontal bright strip: "+stats);
|
||||
if(scene==1&&gap==.4)check(stats.rows>30&&stats.gain>1,"Close corner retains actual bounce instead of rejecting small world pixels: "+stats);
|
||||
if(gap==.04)check(stats.gain<.05,"At contact, indirect light fades to the source image: "+stats);
|
||||
}
|
||||
}
|
||||
int width=c.computeOnClient(m->m.getWindow().getScreenWidth()),height=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
camera(c,server,10.5,65.98,11.5,65);look(c,server,0,-25);
|
||||
c.runOnClient(m->{VanillaLight.setSsgiIntensity(100);m.getWindow().setWindowed(1280,720);});
|
||||
c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=width,200);c.waitTicks(15);
|
||||
c.runOnClient(m->VanillaLight.setSsgi(false));c.waitTicks(8);var largeOff=capture(c,"closeup-large-off");
|
||||
c.runOnClient(m->VanillaLight.setSsgi(true));c.waitTicks(15);var large=capture(c,"closeup-large-on");
|
||||
var largeStats=rowJump(largeOff,large);check(largeStats.rows>30&&largeStats.gain>1,"High resolution with a visible source retains bounce: "+largeStats);
|
||||
look(c,server,.00002f,-25.00002f);c.waitTicks(10);unchanged(large,capture(c,null),"Closeup has no subpixel normal threshold flicker");
|
||||
look(c,server,0,-65);c.runOnClient(m->VanillaLight.setSsgi(false));c.waitTicks(8);var steepOff=capture(c,"closeup-offscreen-source-off");
|
||||
c.runOnClient(m->VanillaLight.setSsgi(true));c.waitTicks(15);unchanged(steepOff,capture(c,"closeup-offscreen-source-on"),"Looking away from the source does not invent hidden light");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(width,height));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==width,200);c.waitTicks(15);
|
||||
c.runOnClient(m->{VanillaLight.setPbr(true);VanillaLight.setBloom(true);VanillaLight.setOreEmission(true);VanillaLight.setPixelShadows(true);VanillaLight.setEdgeHighlights(true);});
|
||||
c.waitFor(m->ProceduralPbr.applied()&&ProceduralPbr.ready()&&Bloom.applied()&&PixelShadows.applied()&&PixelShadows.ready(),1200);
|
||||
c.waitTicks(15);capture(c,"closeup-combined");
|
||||
c.runOnClient(m->{VanillaLight.setSsgi(false);VanillaLight.setSsgiIntensity(35);VanillaLight.setPbr(false);});
|
||||
System.out.println("SSGI135_CLOSEUP_PASS low-angle lava/stone and seven camera distances at 35/100");
|
||||
}
|
||||
private record Rows(double jump,double gain,int rows){}
|
||||
private static Rows rowJump(Frame a,Frame b){
|
||||
double previous=0,max=0,gain=0;int rows=0;
|
||||
for(int y=a.height()/8;y<a.height()*7/8;y++){
|
||||
double sum=0;int count=0;
|
||||
for(int x=a.width()/4;x<a.width()*3/4;x++){
|
||||
int i=y*a.width()+x,pa=a.pixels()[i],pb=b.pixels()[i];
|
||||
int r=pa>>16&255,g=pa>>8&255,blue=pa&255;
|
||||
if(Math.max(r,Math.max(g,blue))-Math.min(r,Math.min(g,blue))<12&&g>15){
|
||||
sum+=Math.max(0,(pb>>16&255)-r);count++;
|
||||
}
|
||||
}
|
||||
if(count<a.width()/8)continue;
|
||||
double mean=sum/count;if(rows>0)max=Math.max(max,Math.abs(mean-previous));
|
||||
previous=mean;gain+=mean;rows++;
|
||||
}
|
||||
return new Rows(max,gain/Math.max(rows,1),rows);
|
||||
}
|
||||
}
|
||||
+63
@@ -0,0 +1,63 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
|
||||
import java.nio.file.Files;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
|
||||
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
|
||||
import net.fabricmc.loader.api.FabricLoader;
|
||||
import net.minecraft.core.BlockPos;
|
||||
import net.minecraft.world.level.block.Blocks;
|
||||
import net.minecraft.network.chat.Component;
|
||||
import net.minecraft.util.Mth;
|
||||
|
||||
/** Native solar volume in a sealed room, a slotted roof and a leaf canopy. */
|
||||
public final class Sunshafts137ClientChecks implements FabricClientGameTest {
|
||||
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,false,false,true).runTest(c);}
|
||||
static void run(ClientGameTestContext c,TestServerContext server){
|
||||
c.runOnClient(m->{preferences();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setShadowDistance(64);});
|
||||
server.runOnServer(s->{command(s,"time add 1");command(s,"time set 3000");
|
||||
for(int x=76;x<=124;x++)for(int z=76;z<=124;z++){
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x,96,z),Blocks.STONE_BRICKS.defaultBlockState());
|
||||
if(x==76||x==124||z==76||z==124)for(int y=97;y<=113;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.STONE_BRICKS.defaultBlockState());
|
||||
}
|
||||
});
|
||||
roof(server,0);camera(c,server,100.5,101,110.5,70);aim(c,server);c.waitTicks(50);
|
||||
var closedOff=capture(c,"shafts-closed-off");enable(c,true);var closed=capture(c,"shafts-closed-on");
|
||||
check(gain(closedOff,closed)<300,"Sealed room receives no sunlight through opaque blocks: "+gain(closedOff,closed));
|
||||
c.runOnClient(m->check(!PixelShadows.applied()&&PixelShadows.depthReady()&&!Bloom.allocated(),"Volume alone shares depth without surface shadows or bloom"));
|
||||
roof(server,1);settle(c);enable(c,false);var off=capture(c,"shafts-slots-off");enable(c,true);var on=capture(c,"shafts-slots-35");long low=gain(off,on);
|
||||
check(low>1000,"Roof openings form visible shafts: "+low);unchanged(on,capture(c,null),"Static shafts have no animated sampling noise");
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(100));settle(c);var strong=capture(c,"shafts-slots-100");check(gain(off,strong)>low*1.5,"Intensity increases volume energy");
|
||||
camera(c,server,104.5,101,110.5,70);aim(c,server);settle(c);capture(c,"shafts-moved-four-blocks");
|
||||
camera(c,server,100.5,101,110.5,70);aim(c,server);settle(c);unchanged(strong,capture(c,"shafts-returned"),"Moving and returning leaves no history or trailing light");
|
||||
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(strong,capture(c,"shafts-reloaded"),"Volume recovers after resource reload");
|
||||
int w=c.computeOnClient(m->m.getWindow().getScreenWidth()),h=c.computeOnClient(m->m.getWindow().getScreenHeight());
|
||||
c.runOnClient(m->m.getWindow().setWindowed(961,541));c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=off.width(),200);settle(c);
|
||||
enable(c,false);var small=capture(c,null);enable(c,true);check(gain(small,capture(c,"shafts-resized"))>1000,"Bilateral volume survives odd dimensions");
|
||||
c.runOnClient(m->m.getWindow().setWindowed(w,h));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==off.width(),200);settle(c);
|
||||
roof(server,2);settle(c);enable(c,false);var leafOff=capture(c,null);enable(c,true);var leafOn=capture(c,"shafts-leaves");long leaf=gain(leafOff,leafOn);double leafEnergy=energy(leafOff,leafOn);check(leaf>1000,"Leaf canopy transmits light: "+leaf);
|
||||
roof(server,3);settle(c);enable(c,false);var openOff=capture(c,null);enable(c,true);var openOn=capture(c,"shafts-open");long open=gain(openOff,openOn);double openEnergy=energy(openOff,openOn);check(openEnergy>leafEnergy,"Leaf canopy attenuates normalized scattering on identical walls: "+leafEnergy+" / "+openEnergy);
|
||||
look(c,server,0,0);settle(c);enable(c,false);var sideOff=capture(c,null);enable(c,true);check(gain(sideOff,capture(c,"shafts-sun-offscreen"))>1000,"Volume persists with sun outside the viewport");
|
||||
long[] close=new long[2];int index=0;
|
||||
for(double z:new double[]{123.5,123.875}){camera(c,server,100.5,101,z,70);look(c,server,0,0);settle(c);enable(c,false);var nearOff=capture(c,null);enable(c,true);close[index++]=gain(nearOff,capture(c,"shafts-wall-"+z));}
|
||||
check(close[1]<=close[0]+100,"Approaching wall attenuates scattering instead of increasing it: "+close[0]+" / "+close[1]);
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(0));c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated()&&PixelShadows.shadowMap()==null,"Zero frees volume and unneeded shared map"));
|
||||
c.runOnClient(m->VanillaLight.setSunshaftIntensity(35));enable(c,true);
|
||||
server.runOnServer(s->command(s,"time set 18000"));c.waitTicks(30);c.runOnClient(m->check(!Sunshafts.allocated()&&!Sunshafts.applied(),"Solar volume stops at night"));
|
||||
server.runOnServer(s->command(s,"time set 3000"));camera(c,server,100.5,101,110.5,70);aim(c,server);settle(c);
|
||||
c.runOnClient(m->{VanillaLight.setPixelShadows(true);VanillaLight.setPbr(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setLensFlare(true);VanillaLight.setEdgeHighlights(true);});activeFrames(c);capture(c,"shafts-combined");
|
||||
c.runOnClient(m->{VanillaLight.setSunshafts(false);});c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated()&&PixelShadows.applied(),"OFF preserves independently enabled surface shadows"));
|
||||
for(String locale:new String[]{"fr_fr","en_us"})c.runOnClient(m->{m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String suffix:new String[]{"sunshafts","sunshafts_help","sunshaft_intensity","sunshaft_intensity_help"}){String key="sanctuary.shaders."+suffix;check(!Component.translatable(key).getString().equals(key),"Localized volume controls: "+locale);}});
|
||||
System.out.println("SUNSHAFT137_PASS slotGain="+low+" leafGain="+leaf+" openGain="+open+" closed room, offscreen sun, camera return, proximity, reload/resize, shared map, zero/night, preferences, FR/EN");
|
||||
}
|
||||
private static void roof(TestServerContext server,int mode){server.runOnServer(s->{for(int x=76;x<=124;x++)for(int z=76;z<=124;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,113,z),(mode==3||mode==1&&Math.floorMod(z,8)<3?Blocks.AIR:mode==2?Blocks.OAK_LEAVES:Blocks.OAK_PLANKS).defaultBlockState().trySetValue(net.minecraft.world.level.block.state.properties.BlockStateProperties.PERSISTENT,true));});}
|
||||
private static void aim(ClientGameTestContext c,TestServerContext server){var d=c.computeOnClient(m->PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));look(c,server,Mth.wrapDegrees((float)Math.toDegrees(Math.atan2(-d.x,d.z))+25),-12);}
|
||||
private static void settle(ClientGameTestContext c){int before=c.computeOnClient(m->Sunshafts.renderedFrames());c.waitFor(m->Sunshafts.applied()&&PixelShadows.ready()&&Sunshafts.renderedFrames()>before+10,1200);c.waitTicks(30);}
|
||||
private static void enable(ClientGameTestContext c,boolean enabled){c.runOnClient(m->VanillaLight.setSunshafts(enabled));if(enabled)settle(c);else c.waitTicks(10);}
|
||||
private static long gain(Frame off,Frame on){long sum=0;for(int i=0;i<off.pixels().length;i++)for(int shift:new int[]{0,8,16})sum+=Math.max(0,(on.pixels()[i]>>shift&255)-(off.pixels()[i]>>shift&255));return sum;}
|
||||
// Screen blending has less headroom on a brighter vanilla wall. Remove that factor
|
||||
// before comparing roofs, and exclude the roof itself where geometry changes.
|
||||
private static double energy(Frame off,Frame on){double sum=0;int n=0;for(int y=off.height()/3;y<off.height();y++)for(int x=0;x<off.width();x++){int i=y*off.width()+x;for(int shift:new int[]{0,8,16}){int a=off.pixels()[i]>>shift&255,b=on.pixels()[i]>>shift&255;if(a<240){sum+=Math.max(0,b-a)/(255.0-a);n++;}}}return sum/Math.max(1,n);}
|
||||
private static void preferences(){try{var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"bloom\":false,\"pixelShadows\":false}");forgetPreferences();check(VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()==35&&!VanillaLight.bloom()&&!VanillaLight.pixelShadows(),"Missing shaft settings preserve existing choices");VanillaLight.setSunshafts(false);VanillaLight.setSunshaftIntensity(73);forgetPreferences();check(!VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()==73,"Custom shafts persist");for(int n:new int[]{-10,0,35,100,150}){VanillaLight.setSunshaftIntensity(n);forgetPreferences();check(VanillaLight.sunshaftIntensity()==Math.clamp(n,0,100),"Intensity clamps and persists");}VanillaLight.setSunshaftIntensity(35);}catch(java.io.IOException e){throw new AssertionError(e);}}
|
||||
}
|
||||
@@ -42,16 +42,18 @@ public final class Bloom {
|
||||
var builder=RenderPipeline.builder().withLocation(id("pipeline/"+name)).withVertexShader("core/screenquad").withFragmentShader(id("core/"+name)).withBindGroupLayout(layout.build());
|
||||
if(scene)builder.withBindGroupLayout(SCENE);
|
||||
return RenderPipelines.register(builder.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.ofNullable(blend),name.equals("bloom_blur")||name.equals("bloom_downsample")?GpuFormat.RGBA16_FLOAT:GpuFormat.RGBA8_UNORM,blend==null?ColorTargetState.WRITE_ALL:ColorTargetState.WRITE_COLOR)).withDepthStencilState(Optional.empty()).build());
|
||||
.withColorTargetState(new ColorTargetState(Optional.ofNullable(blend),name.equals("bloom_blur")||name.equals("bloom_downsample")||name.equals("lens_flare_source")?GpuFormat.RGBA16_FLOAT:GpuFormat.RGBA8_UNORM,blend==null?ColorTargetState.WRITE_ALL:ColorTargetState.WRITE_COLOR)).withDepthStencilState(Optional.empty()).build());
|
||||
}
|
||||
private static final RenderPipeline SKY=screen("bloom_sky",null,true,false);
|
||||
private static final RenderPipeline DOWNSAMPLE=screen("bloom_downsample",null,false,false);
|
||||
private static final RenderPipeline BLUR=screen("bloom_blur",null,false,true);
|
||||
private static final RenderPipeline CORE=screen("bloom_core",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_ALPHA,BlendFactor.ZERO,BlendFactor.ONE),false,false);
|
||||
private static final RenderPipeline APPLY=screen("bloom_apply",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE),true,false);
|
||||
private static final RenderPipeline FLARE_SOURCE=screen("lens_flare_source",null,true,false);
|
||||
private static final RenderPipeline FLARE=screen("lens_flare",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE),true,false);
|
||||
private static final BloomTerrain TERRAIN=new BloomTerrain();
|
||||
private static final Matrix4f projection=new Matrix4f();
|
||||
private static TextureTarget emission,small,ping;
|
||||
private static TextureTarget emission,small,ping,flareSource;
|
||||
private static MappableRingBuffer scene,horizontal,vertical;
|
||||
private static int frames;
|
||||
private static boolean applied;
|
||||
@@ -62,8 +64,9 @@ public final class Bloom {
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
boolean halo=VanillaLight.bloom()&&VanillaLight.bloomIntensity()>0;
|
||||
boolean flare=VanillaLight.lensFlare()&&VanillaLight.lensFlareIntensity()>0;
|
||||
boolean cores=VanillaLight.oreEmission()&&VanillaLight.oreIntensity()>0;
|
||||
if(!VanillaLight.active()||(!halo&&!cores)||mc.level==null){release();return;}
|
||||
if(!VanillaLight.active()||(!halo&&!cores&&!flare)||mc.level==null){release();return;}
|
||||
if(PanoramaCapture.rendering())return;
|
||||
var state=mc.gameRenderer.gameRenderState().levelRenderState;var camera=state.cameraRenderState;
|
||||
if(camera.fogType!=FogType.NONE)return;
|
||||
@@ -71,21 +74,28 @@ public final class Bloom {
|
||||
if(emission==null||emission.width!=main.width||emission.height!=main.height){
|
||||
targetsClose();emission=target("emission",main.width,main.height);
|
||||
}
|
||||
if(scene==null)scene=uniforms("bloom scene",144);
|
||||
if(scene==null)scene=uniforms("bloom scene",192);
|
||||
if(halo){
|
||||
if(small==null){small=target("bloom low",Math.max(1,main.width/8),Math.max(1,main.height/8));ping=target("bloom ping",small.width,small.height);}
|
||||
if(horizontal==null){horizontal=uniforms("bloom horizontal",16);vertical=uniforms("bloom vertical",16);}
|
||||
}else haloClose();
|
||||
var entries=TERRAIN.update();var atlas=TERRAIN.materials.atlas();
|
||||
if(flare){if(flareSource==null)flareSource=target("lens flare sources",2,1);}else flareClose();
|
||||
// A celestial-only flare never needs to scan or mesh terrain emitters.
|
||||
var entries=(halo||cores)?TERRAIN.update():List.<BloomTerrain.Entry>of();
|
||||
if(!halo&&!cores)TERRAIN.close();
|
||||
var atlas=TERRAIN.materials.atlas();
|
||||
var vp=new Matrix4f(projection).mul(camera.viewRotationMatrix);var inverse=new Matrix4f(vp).invert();
|
||||
var sun=PixelShadows.sunDirection(state.skyRenderState.sunAngle);var moon=PixelShadows.sunDirection(state.skyRenderState.moonAngle);
|
||||
float celestial=state.skyRenderState.skybox==DimensionType.Skybox.OVERWORLD?state.skyRenderState.rainBrightness:0;
|
||||
var flareSun=projectFlare(vp,sun,celestial);
|
||||
var flareMoon=projectFlare(vp,moon,celestial*.35f);
|
||||
var fog=camera.fogData;scene.rotate();
|
||||
try(var mapped=scene.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putMat4f(inverse)
|
||||
.putVec4(VanillaLight.oreEmission()?VanillaLight.oreIntensity()/100f:0,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,VanillaLight.bloomIntensity()/50f,0)
|
||||
.putVec4(sun.x,sun.y,sun.z,celestial).putVec4(moon.x,moon.y,moon.z,celestial*.35f)
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,0,0,0);
|
||||
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,0,0,0)
|
||||
.putVec4(flareSun).putVec4(flareMoon).putVec4(flare?VanillaLight.lensFlareIntensity()/100f:0,(float)main.width/main.height,0,0);
|
||||
}
|
||||
if(halo){
|
||||
float radius=.25f+VanillaLight.bloomRadius()*.0075f;
|
||||
@@ -98,9 +108,11 @@ public final class Bloom {
|
||||
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);
|
||||
if(halo)screen(SKY,emission.getColorTextureView(),main.getColorTextureView(),true,null);
|
||||
if(halo||flare)screen(SKY,emission.getColorTextureView(),main.getColorTextureView(),true,null);
|
||||
else try(var clear=RenderSystem.getDevice().createCommandEncoder().createRenderPass(()->"Sanctuary clear emission",emission.getColorTextureView(),Optional.of(new Vector4f(0,0,0,0)))){ }
|
||||
|
||||
// Reduce the celestial-only mask before drawing any torch, ore or other terrain emitter.
|
||||
if(flare)screen(FLARE_SOURCE,flareSource.getColorTextureView(),emission.getColorTextureView(),true,null);
|
||||
if(atlas!=null&&!entries.isEmpty())try(var pass=RenderSystem.getDevice().createCommandEncoder().createRenderPass(()->"Sanctuary visible emitters",emission.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(EMITTERS));pass.setUniform("BloomScene",scene.currentBuffer());pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);
|
||||
pass.setUniform("BlockAtlas",mc.getTextureManager().getTexture(TextureAtlas.LOCATION_BLOCKS).getTextureView(),nearest);pass.setUniform("EmissionMasks",atlas.getTextureView(),nearest);
|
||||
@@ -114,8 +126,19 @@ public final class Bloom {
|
||||
}
|
||||
if(cores)screen(CORE,main.getColorTextureView(),emission.getColorTextureView(),false,null);
|
||||
if(halo)screen(APPLY,main.getColorTextureView(),small.getColorTextureView(),true,null);
|
||||
if(flare)screen(FLARE,main.getColorTextureView(),flareSource.getColorTextureView(),true,null);
|
||||
applied=true;frames++;
|
||||
}
|
||||
private static Vector4f projectFlare(Matrix4f vp,Vector3f direction,float strength){
|
||||
var clip=vp.transform(new Vector4f(direction,0));
|
||||
if(clip.w<=.05f||direction.y<=0||strength<=0)return new Vector4f(0,0,0,0);
|
||||
float x=clip.x/clip.w*.5f+.5f,y=clip.y/clip.w*.5f+.5f;
|
||||
// Actual sprite light is measured on GPU. This is only its projected sampling region.
|
||||
float radius=Math.min(.3f,Math.abs(projection.m11())*.08f/clip.w);
|
||||
float horizon=Math.clamp(direction.y/.08f,0,1);
|
||||
return new Vector4f(x,y,radius,strength*horizon*horizon*(3-2*horizon));
|
||||
}
|
||||
private static void flareClose(){if(flareSource!=null){flareSource.destroyBuffers();flareSource=null;}}
|
||||
private static void screen(RenderPipeline pipeline,GpuTextureView output,GpuTextureView input,boolean useScene,MappableRingBuffer blur){
|
||||
try(var pass=RenderSystem.getDevice().createCommandEncoder().createRenderPass(()->"Sanctuary bloom",output,Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(pipeline));pass.setUniform("InputTexture",input,RenderSystem.getSamplerCache().getClampToEdge(pipeline==CORE||pipeline==SKY?FilterMode.NEAREST:FilterMode.LINEAR));
|
||||
@@ -129,8 +152,10 @@ public final class Bloom {
|
||||
if(small!=null){small.destroyBuffers();ping.destroyBuffers();small=ping=null;}
|
||||
if(horizontal!=null){horizontal.close();vertical.close();horizontal=vertical=null;}
|
||||
}
|
||||
private static void targetsClose(){haloClose();if(emission!=null){emission.destroyBuffers();emission=null;}}
|
||||
private static void targetsClose(){haloClose();flareClose();if(emission!=null){emission.destroyBuffers();emission=null;}}
|
||||
public static void release(){TERRAIN.close();targetsClose();if(scene!=null){scene.close();scene=null;}applied=false;}
|
||||
static TextureTarget flareTarget(){return flareSource;}
|
||||
static boolean flareAllocated(){return flareSource!=null;}
|
||||
static boolean haloAllocated(){return small!=null||horizontal!=null;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return emission!=null;}
|
||||
|
||||
@@ -55,7 +55,7 @@ public final class PixelShadows {
|
||||
private static TextureTarget shadowMap;
|
||||
private static MappableRingBuffer uniforms;
|
||||
private static int renderedFrames;
|
||||
private static boolean applied;
|
||||
private static boolean applied, depthReady;
|
||||
|
||||
private PixelShadows() { }
|
||||
public static void register() {
|
||||
@@ -73,8 +73,9 @@ public final class PixelShadows {
|
||||
/** Called after the world's depth is resolved and before the first-person hand and GUI. */
|
||||
public static void render() {
|
||||
applied = false;
|
||||
depthReady = false;
|
||||
var client = Minecraft.getInstance();
|
||||
if (!VanillaLight.active() || !VanillaLight.pixelShadows() || client.level == null) {
|
||||
if (!VanillaLight.active() || (!VanillaLight.pixelShadows() && !(VanillaLight.sunshafts() && VanillaLight.sunshaftIntensity()>0)) || client.level == null) {
|
||||
release();
|
||||
return;
|
||||
}
|
||||
@@ -84,6 +85,7 @@ public final class PixelShadows {
|
||||
CameraRenderState camera = state.cameraRenderState;
|
||||
var sun = sunDirection(sky.sunAngle);
|
||||
boolean lunar = sun.y <= .08f;
|
||||
if (lunar && !VanillaLight.pixelShadows()) { release(); return; }
|
||||
if (lunar) sun = sunDirection(sky.moonAngle);
|
||||
if (sky.skybox != DimensionType.Skybox.OVERWORLD || camera.fogType != FogType.NONE || sun.y <= .08f) return;
|
||||
float moon = sky.moonPhase == null ? 1 : (float)(.5 + .5 * Math.cos(sky.moonPhase.index() * Math.PI / 4));
|
||||
@@ -139,6 +141,8 @@ public final class PixelShadows {
|
||||
pass.drawIndexed(entry.indexCount(), 1, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
depthReady = !lunar;
|
||||
if (!VanillaLight.pixelShadows()) { renderedFrames++; return; }
|
||||
var main = client.gameRenderer.mainRenderTarget();
|
||||
var nearest = RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try (var pass = encoder.createRenderPass(() -> "Sanctuary pixel shadows", main.getColorTextureView(), Optional.empty())) {
|
||||
@@ -168,7 +172,9 @@ public final class PixelShadows {
|
||||
if (shadowMap != null) { shadowMap.destroyBuffers(); shadowMap = null; }
|
||||
if (uniforms != null) { uniforms.close(); uniforms = null; }
|
||||
applied = false;
|
||||
depthReady = false;
|
||||
}
|
||||
static boolean depthReady() { return depthReady; }
|
||||
static int renderedFrames() { return renderedFrames; }
|
||||
static boolean applied() { return applied; }
|
||||
static boolean ready() { return TERRAIN.settled(); }
|
||||
|
||||
@@ -30,6 +30,12 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
|
||||
Component.translatable("sanctuary.shaders.bloom_help")),VanillaLight.bloom(),VanillaLight::setBloom));
|
||||
slider("bloom_intensity",VanillaLight.bloomIntensity(),VanillaLight::setBloomIntensity);
|
||||
slider("bloom_radius",VanillaLight.bloomRadius(),VanillaLight::setBloomRadius);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.sunshafts",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.sunshafts_help")),VanillaLight.sunshafts(),VanillaLight::setSunshafts));
|
||||
slider("sunshaft_intensity",VanillaLight.sunshaftIntensity(),VanillaLight::setSunshaftIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.lens_flare",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.lens_flare_help")),VanillaLight.lensFlare(),VanillaLight::setLensFlare));
|
||||
slider("lens_flare_intensity",VanillaLight.lensFlareIntensity(),VanillaLight::setLensFlareIntensity);
|
||||
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.ore_emission",OptionInstance.cachedConstantTooltip(
|
||||
Component.translatable("sanctuary.shaders.ore_emission_help")),VanillaLight.oreEmission(),VanillaLight::setOreEmission));
|
||||
slider("ore_intensity",VanillaLight.oreIntensity(),VanillaLight::setOreIntensity);
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
package fr.koka.sanctuary.client.shader;
|
||||
|
||||
import com.mojang.blaze3d.buffers.Std140Builder;
|
||||
import com.mojang.blaze3d.pipeline.TextureTarget;
|
||||
import com.mojang.blaze3d.systems.RenderSystem;
|
||||
import com.mojang.renderpearl.api.GpuFormat;
|
||||
import com.mojang.renderpearl.api.buffers.GpuBuffer;
|
||||
import com.mojang.renderpearl.api.pipeline.*;
|
||||
import com.mojang.renderpearl.api.textures.FilterMode;
|
||||
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
|
||||
import java.util.Optional;
|
||||
import net.minecraft.client.Minecraft;
|
||||
import net.minecraft.client.renderer.MappableRingBuffer;
|
||||
import net.minecraft.client.renderer.RenderPipelines;
|
||||
import net.minecraft.resources.Identifier;
|
||||
|
||||
/** Solar scattering in the existing shadow volume. No scene copy, readback, temporal history or terrain duplication. */
|
||||
public final class Sunshafts {
|
||||
private static final BindGroupLayout SCENE=BindGroupLayout.builder()
|
||||
.withUniform("PixelShadows",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("ShaftParams",UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER).build();
|
||||
private static RenderPipeline pipeline(String name,boolean composite){
|
||||
var inputs=BindGroupLayout.builder();
|
||||
if(composite)inputs.withUniform("ShaftLight",UniformType.COMBINED_IMAGE_SAMPLER);
|
||||
else inputs.withUniform("SunDepth",UniformType.COMBINED_IMAGE_SAMPLER);
|
||||
return RenderPipelines.register(RenderPipeline.builder().withLocation(Identifier.parse("sanctuary:pipeline/"+name))
|
||||
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/"+name))
|
||||
.withBindGroupLayout(SCENE).withBindGroupLayout(inputs.build())
|
||||
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(composite?Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE)):Optional.empty(),
|
||||
composite?GpuFormat.RGBA8_UNORM:GpuFormat.RGBA16_FLOAT,composite?ColorTargetState.WRITE_COLOR:ColorTargetState.WRITE_ALL))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
}
|
||||
private static final RenderPipeline GATHER=pipeline("sunshaft_gather",false),APPLY=pipeline("sunshaft_apply",true);
|
||||
private static TextureTarget light;
|
||||
private static MappableRingBuffer settings;
|
||||
private static boolean applied;
|
||||
private static int frames;
|
||||
private Sunshafts(){}
|
||||
public static void render(){
|
||||
applied=false;var mc=Minecraft.getInstance();
|
||||
if(!VanillaLight.active()||!VanillaLight.sunshafts()||VanillaLight.sunshaftIntensity()==0||mc.level==null){release();return;}
|
||||
if(PanoramaCapture.rendering())return;
|
||||
if(!PixelShadows.depthReady()){release();return;}
|
||||
var main=mc.gameRenderer.mainRenderTarget();int width=Math.max(1,(main.width+3)/4),height=Math.max(1,(main.height+3)/4);
|
||||
if(light==null||light.width!=width||light.height!=height){release();light=new TextureTarget("Sanctuary sunshafts",width,height,GpuFormat.RGBA16_FLOAT,null);}
|
||||
if(settings==null)settings=new MappableRingBuffer(()->"Sanctuary sunshafts",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,32);
|
||||
var fog=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.fogData;
|
||||
settings.rotate();try(var mapped=settings.currentBuffer().map(false,true)){
|
||||
Std140Builder.intoBuffer(mapped.data()).putVec4(.85f+.15f*fog.color.x,.78f+.15f*fog.color.y,.66f+.15f*fog.color.z,0)
|
||||
.putVec4(VanillaLight.sunshaftIntensity()/100f,Math.min(64,VanillaLight.shadowDistance()*.5f),0,0);
|
||||
}
|
||||
var encoder=RenderSystem.getDevice().createCommandEncoder();var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary solar volume",light.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(GATHER));pass.setUniform("PixelShadows",PixelShadows.materialUniforms());pass.setUniform("ShaftParams",settings.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SunDepth",PixelShadows.materialDepth(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
try(var pass=encoder.createRenderPass(()->"Sanctuary solar volume composite",main.getColorTextureView(),Optional.empty())){
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("PixelShadows",PixelShadows.materialUniforms());pass.setUniform("ShaftParams",settings.currentBuffer());
|
||||
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("ShaftLight",light.getColorTextureView(),nearest);pass.draw(3,1,0,0);
|
||||
}
|
||||
applied=true;frames++;
|
||||
}
|
||||
public static void release(){if(light!=null){light.destroyBuffers();light=null;}if(settings!=null){settings.close();settings=null;}applied=false;}
|
||||
static boolean applied(){return applied;}
|
||||
static boolean allocated(){return light!=null;}
|
||||
static int renderedFrames(){return frames;}
|
||||
static TextureTarget target(){return light;}
|
||||
}
|
||||
@@ -19,11 +19,15 @@ public final class VanillaLight {
|
||||
int saturation=142;
|
||||
boolean pixelShadows=true;
|
||||
boolean bloom=true;
|
||||
boolean pbr=false;
|
||||
boolean sunshafts=true;
|
||||
int sunshaftIntensity=35;
|
||||
boolean lensFlare=true;
|
||||
int lensFlareIntensity=30;
|
||||
boolean pbr=true;
|
||||
int pbrIntensity=50;
|
||||
boolean ssgi=false;
|
||||
boolean ssgi=true;
|
||||
int ssgiIntensity=35;
|
||||
int bloomIntensity=35;
|
||||
int bloomIntensity=20;
|
||||
int bloomRadius=50;
|
||||
boolean oreEmission=true;
|
||||
int oreIntensity=50;
|
||||
@@ -39,6 +43,8 @@ public final class VanillaLight {
|
||||
try{if(Files.isRegularFile(path()))preferences=new GsonBuilder().create().fromJson(Files.readString(path()),Preferences.class);}
|
||||
catch(Exception e){SanctuaryMod.LOGGER.warn("Cannot read Sanctuary shader preference",e);}
|
||||
if(preferences==null)preferences=new Preferences();
|
||||
preferences.sunshaftIntensity=Math.clamp(preferences.sunshaftIntensity,0,100);
|
||||
preferences.lensFlareIntensity=Math.clamp(preferences.lensFlareIntensity,0,100);
|
||||
preferences.pbrIntensity=Math.clamp(preferences.pbrIntensity,0,100);
|
||||
preferences.ssgiIntensity=Math.clamp(preferences.ssgiIntensity,0,100);
|
||||
preferences.bloomIntensity=Math.clamp(preferences.bloomIntensity,0,100);
|
||||
@@ -61,6 +67,14 @@ public final class VanillaLight {
|
||||
public static int edgeIntensity(){enabled();return preferences.edgeIntensity;}
|
||||
public static void setEdgeHighlights(boolean value){enabled();preferences.edgeHighlights=value;save();}
|
||||
public static void setEdgeIntensity(int value){enabled();preferences.edgeIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean sunshafts(){enabled();return preferences.sunshafts;}
|
||||
public static int sunshaftIntensity(){enabled();return preferences.sunshaftIntensity;}
|
||||
public static void setSunshafts(boolean value){enabled();preferences.sunshafts=value;save();}
|
||||
public static void setSunshaftIntensity(int value){enabled();preferences.sunshaftIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean lensFlare(){enabled();return preferences.lensFlare;}
|
||||
public static int lensFlareIntensity(){enabled();return preferences.lensFlareIntensity;}
|
||||
public static void setLensFlare(boolean value){enabled();preferences.lensFlare=value;save();}
|
||||
public static void setLensFlareIntensity(int value){enabled();preferences.lensFlareIntensity=Math.clamp(value,0,100);save();}
|
||||
public static boolean pbr(){enabled();return preferences.pbr;}
|
||||
public static int pbrIntensity(){enabled();return preferences.pbrIntensity;}
|
||||
public static void setPbr(boolean value){enabled();preferences.pbr=value;save();}
|
||||
|
||||
+3
-2
@@ -7,6 +7,7 @@ import fr.koka.sanctuary.client.shader.PixelShadows;
|
||||
import fr.koka.sanctuary.client.shader.ProceduralPbr;
|
||||
import fr.koka.sanctuary.client.shader.EdgeHighlights;
|
||||
import fr.koka.sanctuary.client.shader.Bloom;
|
||||
import fr.koka.sanctuary.client.shader.Sunshafts;
|
||||
import fr.koka.sanctuary.client.shader.ScreenSpaceGI;
|
||||
import net.minecraft.client.renderer.GameRenderer;
|
||||
import net.minecraft.client.renderer.ProjectionMatrixBuffer;
|
||||
@@ -28,7 +29,7 @@ abstract class PixelShadowRendererMixin {
|
||||
return original.call(buffer, matrix);
|
||||
}
|
||||
@Inject(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/GameRenderer;render3dHud(Lnet/minecraft/client/renderer/state/level/CameraRenderState;Lnet/minecraft/client/renderer/state/level/PlayerRenderState;Lnet/minecraft/client/renderer/state/OptionsRenderState;Z)V"))
|
||||
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); ProceduralPbr.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); }
|
||||
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); ProceduralPbr.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); Sunshafts.render(); }
|
||||
@Inject(method={"close", "setLevel"}, at=@At("HEAD"))
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ScreenSpaceGI.release(); }
|
||||
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ScreenSpaceGI.release(); Sunshafts.release(); }
|
||||
}
|
||||
|
||||
@@ -2279,7 +2279,7 @@
|
||||
"sanctuary.shaders.bloom": "Bloom",
|
||||
"sanctuary.shaders.bloom_help": "Glow around the sun and luminous surfaces. ON by default. Turning it off removes halos while keeping emissive ores. Requires Vanilla Light.",
|
||||
"sanctuary.shaders.bloom_intensity": "Bloom strength",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Halo strength. Zero removes halos and their blur passes while keeping emissive ores.",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Halo strength, 20% by default. Zero removes halos and their blur passes while keeping emissive ores.",
|
||||
"sanctuary.shaders.bloom_intensity_value": "Bloom: %s%%",
|
||||
"sanctuary.shaders.bloom_radius": "Bloom spread",
|
||||
"sanctuary.shaders.bloom_radius_help": "Halo size around luminous pixels. Texture details stay sharp.",
|
||||
@@ -2290,13 +2290,23 @@
|
||||
"sanctuary.shaders.ore_intensity_help": "Inclusion brightness. Does not change world light levels or mob spawning.",
|
||||
"sanctuary.shaders.ore_intensity_value": "Ores: %s%%",
|
||||
"sanctuary.shaders.ssgi": "SSGI · color bounce",
|
||||
"sanctuary.shaders.ssgi_help": "Experimental: enhanced color bounce between nearby visible surfaces. Radius 2.5 blocks. Off-screen surfaces do not contribute. OFF by default.",
|
||||
"sanctuary.shaders.ssgi_help": "Experimental: enhanced color bounce between nearby visible surfaces. Radius 2.5 blocks. Off-screen surfaces do not contribute. ON by default.",
|
||||
"sanctuary.shaders.ssgi_intensity": "SSGI strength",
|
||||
"sanctuary.shaders.ssgi_intensity_help": "Strength of diffuse color bounce. Zero stops rendering and frees its resources. Does not change world light.",
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI: %s%%",
|
||||
"sanctuary.shaders.pbr": "PBR · material relief",
|
||||
"sanctuary.shaders.pbr_help": "Experimental: procedural block normals and roughness, sun and moon highlights. Range 32 blocks. OFF by default.",
|
||||
"sanctuary.shaders.pbr_help": "Experimental: procedural block normals and roughness, sun and moon highlights. Range 32 blocks. ON by default.",
|
||||
"sanctuary.shaders.pbr_intensity": "PBR strength",
|
||||
"sanctuary.shaders.pbr_intensity_help": "Material relief and highlights. Zero stops rendering and frees the cache. Original textures remain unchanged.",
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR: %s%%"
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR: %s%%",
|
||||
"sanctuary.shaders.lens_flare": "Lens flare · soft rectangles",
|
||||
"sanctuary.shaders.lens_flare_help": "Soft rectangular sun and moon reflections. Obstacles hide the sources. Independent of the bloom halo.",
|
||||
"sanctuary.shaders.lens_flare_intensity": "Lens flare intensity",
|
||||
"sanctuary.shaders.lens_flare_intensity_help": "Celestial reflection strength. Zero disables the effect.",
|
||||
"sanctuary.shaders.lens_flare_intensity_value": "Lens flare: %s %%",
|
||||
"sanctuary.shaders.sunshafts": "Sunshafts",
|
||||
"sanctuary.shaders.sunshafts_help": "Light beams through openings in the scenery. Independent of bloom; range follows shadows (up to 64 blocks).",
|
||||
"sanctuary.shaders.sunshaft_intensity": "Sunshaft intensity",
|
||||
"sanctuary.shaders.sunshaft_intensity_help": "Strength of light scattered in the air. Zero disables the effect.",
|
||||
"sanctuary.shaders.sunshaft_intensity_value": "Sunshafts: %s %%"
|
||||
}
|
||||
|
||||
@@ -2279,7 +2279,7 @@
|
||||
"sanctuary.shaders.bloom": "Bloom",
|
||||
"sanctuary.shaders.bloom_help": "Halo du soleil et des surfaces lumineuses. Activé par défaut. L’arrêt coupe le halo et conserve les minerais émissifs. Nécessite Vanilla Light.",
|
||||
"sanctuary.shaders.bloom_intensity": "Intensité du bloom",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Force du halo. Zéro supprime le halo et ses passes de diffusion, tout en conservant les minerais émissifs.",
|
||||
"sanctuary.shaders.bloom_intensity_help": "Force du halo, 20 % par défaut. Zéro supprime le halo et ses passes de diffusion, tout en conservant les minerais émissifs.",
|
||||
"sanctuary.shaders.bloom_intensity_value": "Bloom : %s %%",
|
||||
"sanctuary.shaders.bloom_radius": "Diffusion du bloom",
|
||||
"sanctuary.shaders.bloom_radius_help": "Taille du halo autour des pixels lumineux. Les détails des textures restent nets.",
|
||||
@@ -2290,13 +2290,23 @@
|
||||
"sanctuary.shaders.ore_intensity_help": "Luminosité des inclusions. Aucun changement de la lumière du monde ou des apparitions de mobs.",
|
||||
"sanctuary.shaders.ore_intensity_value": "Minerais : %s %%",
|
||||
"sanctuary.shaders.ssgi": "SSGI · couleurs diffusées",
|
||||
"sanctuary.shaders.ssgi_help": "Expérimental : diffusion renforcée des couleurs entre surfaces visibles proches. Rayon 2,5 blocs. Les surfaces hors écran ne contribuent pas. Désactivé par défaut.",
|
||||
"sanctuary.shaders.ssgi_help": "Expérimental : diffusion renforcée des couleurs entre surfaces visibles proches. Rayon 2,5 blocs. Les surfaces hors écran ne contribuent pas. Activé par défaut.",
|
||||
"sanctuary.shaders.ssgi_intensity": "Intensité du SSGI",
|
||||
"sanctuary.shaders.ssgi_intensity_help": "Force de la teinte diffusée. Zéro coupe le calcul et libère ses ressources. Aucun changement de lumière du monde.",
|
||||
"sanctuary.shaders.ssgi_intensity_value": "SSGI : %s %%",
|
||||
"sanctuary.shaders.pbr": "PBR · relief des matériaux",
|
||||
"sanctuary.shaders.pbr_help": "Expérimental : normales procédurales et rugosité des blocs, reflets du soleil et de la lune. Portée 32 blocs. Désactivé par défaut.",
|
||||
"sanctuary.shaders.pbr_help": "Expérimental : normales procédurales et rugosité des blocs, reflets du soleil et de la lune. Portée 32 blocs. Activé par défaut.",
|
||||
"sanctuary.shaders.pbr_intensity": "Intensité du PBR",
|
||||
"sanctuary.shaders.pbr_intensity_help": "Relief et reflets des matériaux. Zéro coupe le calcul et libère le cache. Ne modifie pas les textures originales.",
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR : %s %%"
|
||||
"sanctuary.shaders.pbr_intensity_value": "PBR : %s %%",
|
||||
"sanctuary.shaders.lens_flare": "Lens flare · rectangles doux",
|
||||
"sanctuary.shaders.lens_flare_help": "Reflets rectangulaires du soleil et de la lune, aux bords dégradés. Les obstacles masquent les sources. Indépendant du halo de bloom.",
|
||||
"sanctuary.shaders.lens_flare_intensity": "Intensité du lens flare",
|
||||
"sanctuary.shaders.lens_flare_intensity_help": "Force des reflets célestes. Zéro désactive le calcul.",
|
||||
"sanctuary.shaders.lens_flare_intensity_value": "Lens flare : %s %%",
|
||||
"sanctuary.shaders.sunshafts": "Rayons solaires",
|
||||
"sanctuary.shaders.sunshafts_help": "Faisceaux de lumière dans les ouvertures du décor. Indépendants du bloom, portée liée aux ombres (64 blocs maximum).",
|
||||
"sanctuary.shaders.sunshaft_intensity": "Intensité des rayons",
|
||||
"sanctuary.shaders.sunshaft_intensity_help": "Force de la lumière dans l’air. Zéro désactive le calcul.",
|
||||
"sanctuary.shaders.sunshaft_intensity_value": "Rayons : %s %%"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:bloom_scene.glsl>
|
||||
uniform sampler2D InputTexture;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
float softBox(vec2 center,vec2 halfSize){
|
||||
vec2 q=abs((texCoord-center)*vec2(FlareParams.y,1))/halfSize;
|
||||
float fade=1.0-smoothstep(.08,1.0,max(q.x,q.y));
|
||||
return fade*fade;
|
||||
}
|
||||
vec3 flare(vec4 source,vec3 light,vec3 tint){
|
||||
vec2 axis=source.xy-vec2(.5);
|
||||
float shape=softBox(source.xy,vec2(.26,.075))*.55;
|
||||
shape+=softBox(vec2(.5)-axis*.4,vec2(.115,.085))*.35;
|
||||
shape+=softBox(vec2(.5)-axis*.9,vec2(.055,.045))*.22;
|
||||
return light*tint*shape;
|
||||
}
|
||||
void main(){
|
||||
vec3 sun=texture(InputTexture,vec2(.25,.5)).rgb;
|
||||
vec3 moon=texture(InputTexture,vec2(.75,.5)).rgb;
|
||||
vec3 light=flare(FlareSun,sun,vec3(1,.92,.78))+flare(FlareMoon,moon,vec3(.75,.87,1));
|
||||
fragColor=vec4(1.0-exp(-light*FlareParams.x*6.0),0.0);
|
||||
}
|
||||
@@ -0,0 +1,23 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:bloom_scene.glsl>
|
||||
uniform sampler2D InputTexture;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
vec4 source=gl_FragCoord.x<1.0?FlareSun:FlareMoon;
|
||||
fragColor=vec4(0.0);
|
||||
if(source.w<=0.0)return;
|
||||
float border=min(min(source.x,source.y),min(1.0-source.x,1.0-source.y));
|
||||
float edge=smoothstep(0.0,.08,border);
|
||||
if(edge<=0.0)return;
|
||||
vec3 color=vec3(0);
|
||||
// Two output pixels only: stable area integration, not a full-screen sampling loop.
|
||||
for(int y=0;y<16;y++)for(int x=0;x<16;x++){
|
||||
vec2 offset=(vec2(x,y)+.5)/16.0*2.0-1.0;
|
||||
vec2 uv=source.xy+offset*source.z/vec2(FlareParams.y,1);
|
||||
if(any(lessThan(uv,vec2(0)))||any(greaterThan(uv,vec2(1))))continue;
|
||||
color+=texture(InputTexture,uv).rgb;
|
||||
}
|
||||
fragColor=vec4(color/256.0*source.w*edge,1.0);
|
||||
}
|
||||
@@ -4,9 +4,10 @@
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
float depth=texture(WorldDepth,texCoord).r;
|
||||
vec2 surface=giTexel(texCoord);float depth=texture(WorldDepth,surface).r;
|
||||
if(depth<=0.0)discard;
|
||||
vec3 p=giPosition(texCoord,depth),normal=giNormal(texCoord,p);
|
||||
vec3 p=giPosition(surface,depth),normal=giNormal(surface,p);
|
||||
float confidence=giConfidence(p,normal);if(confidence<=0.0)discard;
|
||||
vec2 size=vec2(textureSize(IndirectLight,0)),coord=texCoord*size-0.5,base=floor(coord),f=fract(coord);
|
||||
vec3 bounce=vec3(0.0);float total=0.0;
|
||||
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
|
||||
@@ -27,7 +28,7 @@ void main(){
|
||||
// Artistic single-bounce gain: the old gamma-space screen blend hid almost all
|
||||
// of the transport on bright blocks. Compose in approximate linear light and
|
||||
// encode once; a soft shoulder keeps strong bounce below channel clipping.
|
||||
vec3 irradiance=bounce/total*(GISettings.x*96.0);
|
||||
vec3 irradiance=bounce/total*(GISettings.x*96.0*confidence);
|
||||
vec3 reflected=linearScene*irradiance;
|
||||
vec3 lit=linearScene+(1.0-linearScene)*(1.0-exp(-reflected));
|
||||
fragColor=vec4(sqrt(clamp(lit,0.0,1.0)),0.0);
|
||||
|
||||
@@ -23,7 +23,10 @@ void main(){
|
||||
float travel=GISettings.z*float(step)/10.0;
|
||||
vec3 probe=start+direction*travel;
|
||||
vec4 clip=ViewProjection*vec4(probe,1.0);
|
||||
if(clip.w<=0.0)break;
|
||||
if(clip.w<=0.05)break;
|
||||
float probeDepth=clip.z/clip.w;
|
||||
if(GISettings.y<0.5)probeDepth=probeDepth*.5+.5;
|
||||
if(probeDepth<=0.0||probeDepth>=1.0)break;
|
||||
vec2 hitUV=clip.xy/clip.w*0.5+0.5;
|
||||
if(any(lessThan(hitUV,vec2(0.002)))||any(greaterThan(hitUV,vec2(0.998))))break;
|
||||
hitUV=giTexel(hitUV);float hitDepth=texture(WorldDepth,hitUV).r;
|
||||
@@ -42,7 +45,8 @@ void main(){
|
||||
// remainder instead of re-injecting bright grey ground into every nearby face.
|
||||
vec3 linear=color*color;
|
||||
vec3 chroma=linear-vec3(min(linear.r,min(linear.g,linear.b)));
|
||||
sum+=chroma*facing*falloff*edge*giFog(hit);
|
||||
float confidence=smoothstep(.05,.3,clip.w)*(1.0-smoothstep(.12,.35,behind));
|
||||
sum+=chroma*facing*falloff*edge*giFog(hit)*confidence;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:sunshafts.glsl>
|
||||
uniform sampler2D ShaftLight;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
void main(){
|
||||
float end=shaftEnd(shaftTexel(texCoord));
|
||||
vec2 size=vec2(textureSize(ShaftLight,0)),at=texCoord*size-.5,base=floor(at),f=fract(at);
|
||||
vec3 sum=vec3(0);float weight=0.0;
|
||||
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
|
||||
vec4 light=texture(ShaftLight,(base+vec2(x,y)+.5)/size);
|
||||
float tolerance=.15+end*.035;
|
||||
float compatible=1.0-smoothstep(tolerance*.2,tolerance,abs(light.a-end));
|
||||
float w=(x==0?1.0-f.x:f.x)*(y==0?1.0-f.y:f.y)*compatible;
|
||||
sum+=light.rgb*w;weight+=w;
|
||||
}
|
||||
if(weight<.0001)discard;
|
||||
// Smooth energy shoulder and near-contact fade; preserve framebuffer alpha.
|
||||
fragColor=vec4(1.0-exp(-sum/weight*smoothstep(.03,.2,end)),0);
|
||||
}
|
||||
@@ -0,0 +1,44 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <sanctuary:sunshafts.glsl>
|
||||
uniform sampler2D SunDepth;
|
||||
layout(location=0) in vec2 texCoord;
|
||||
layout(location=0) out vec4 fragColor;
|
||||
float sunlight(vec3 point){
|
||||
vec4 light=LightMatrix*vec4(point+CameraFractionPixels.xyz,1);
|
||||
vec3 q=light.xyz/light.w;q.xy=q.xy*.5+.5;
|
||||
if(DistanceClipFog.y<.5)q.z=q.z*.5+.5;
|
||||
// No clamped shadow-map edge may become a fictitious column of light.
|
||||
float border=min(min(q.x,q.y),min(1.0-q.x,1.0-q.y));
|
||||
if(border<=0.0||q.z<=0.0||q.z>=1.0)return 0.0;
|
||||
vec2 size=vec2(textureSize(SunDepth,0));
|
||||
// Fixed world-scale footprint softens the volume, not the block textures.
|
||||
vec2 footprint=max(vec2(1.0)/size,vec2(.12/(DistanceClipFog.x+16.0)));
|
||||
float lit=0.0;
|
||||
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
|
||||
float depth=texture(SunDepth,q.xy+(vec2(x,y)-.5)*footprint).r;
|
||||
lit+=smoothstep(-.00035,.00035,depth-q.z);
|
||||
}
|
||||
return lit*.25*smoothstep(0.0,.06,border)*smoothstep(0.0,.03,min(q.z,1.0-q.z));
|
||||
}
|
||||
void main(){
|
||||
vec2 uv=shaftTexel(texCoord);float end=shaftEnd(uv);
|
||||
vec3 ray=normalize(shaftPosition(uv,.0001));
|
||||
float total=0.0,range=ShaftSettings.y;
|
||||
// Quadratic, deterministic segments resolve nearby occluders without frame noise.
|
||||
// Partial last segments fade continuously as a wall approaches the camera.
|
||||
for(int i=0;i<16;i++){
|
||||
float a=float(i)/16.0,b=float(i+1)/16.0;
|
||||
float start=range*a*a,stop=min(end,range*b*b);
|
||||
float span=max(0.0,stop-start);if(span<=0.0)break;
|
||||
float t=(start+stop)*.5;
|
||||
float distanceFade=1.0-smoothstep(range*.7,range,t);
|
||||
total+=sunlight(ray*t)*span*exp(-t/24.0)*distanceFade;
|
||||
}
|
||||
float phase=.12+.88*pow(max(0.0,dot(ray,SunStrength.xyz)),4.0);
|
||||
float weather=clamp(SunStrength.w/.38,0.0,1.0);
|
||||
float fogDistance=max(abs(ray.x),max(abs(ray.y),abs(ray.z)))*end;
|
||||
float nativeFog=1.0-smoothstep(DistanceClipFog.z,max(DistanceClipFog.z+.01,DistanceClipFog.w),fogDistance);
|
||||
float amount=total*.018*phase*weather*ShaftSettings.x*nativeFog;
|
||||
fragColor=vec4(ShaftColor.rgb*amount,end);
|
||||
}
|
||||
@@ -6,6 +6,9 @@ layout(std140) uniform BloomScene {
|
||||
vec4 MoonDirection;
|
||||
vec4 FogDistance;
|
||||
vec4 FogInfo;
|
||||
vec4 FlareSun; // projected UV, sampling radius in screen-height units, visibility
|
||||
vec4 FlareMoon;
|
||||
vec4 FlareParams; // strength, aspect ratio, reserved, reserved
|
||||
};
|
||||
vec3 bloomPosition(vec2 uv,float depth) {
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,BloomParams.y>0.5?depth:depth*2.0-1.0,1.0);
|
||||
|
||||
@@ -12,23 +12,38 @@ vec3 giPosition(vec2 uv,float depth){
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,GISettings.y>0.5?depth:depth*2.0-1.0,1.0);
|
||||
return p.xyz/p.w;
|
||||
}
|
||||
vec2 giTexel(vec2 uv){vec2 size=vec2(textureSize(WorldDepth,0));return (floor(uv*size)+0.5)/size;}
|
||||
vec2 giTexel(vec2 uv){
|
||||
vec2 size=vec2(textureSize(WorldDepth,0));
|
||||
return (clamp(floor(uv*size),vec2(0),size-1.0)+0.5)/size;
|
||||
}
|
||||
vec3 giNeighbor(vec2 uv,vec3 center){
|
||||
uv=giTexel(uv);float depth=texture(WorldDepth,uv).r;
|
||||
return depth>0.0?giPosition(uv,depth):center;
|
||||
}
|
||||
vec3 giNormal(vec2 uv,vec3 p){
|
||||
vec2 pixel=1.0/vec2(textureSize(WorldDepth,0));
|
||||
vec3 l=giPosition(uv-vec2(pixel.x,0),texture(WorldDepth,uv-vec2(pixel.x,0)).r);
|
||||
vec3 r=giPosition(uv+vec2(pixel.x,0),texture(WorldDepth,uv+vec2(pixel.x,0)).r);
|
||||
vec3 d=giPosition(uv-vec2(0,pixel.y),texture(WorldDepth,uv-vec2(0,pixel.y)).r);
|
||||
vec3 u=giPosition(uv+vec2(0,pixel.y),texture(WorldDepth,uv+vec2(0,pixel.y)).r);
|
||||
vec3 dx=length(r-p)<length(p-l)?r-p:p-l;
|
||||
vec3 dy=length(u-p)<length(p-d)?u-p:p-d;
|
||||
vec3 n=cross(dx,dy);n/=max(length(n),0.00001);
|
||||
// Keep voxel planes exact: tiny depth-reconstruction errors must not rotate an entire ray fan.
|
||||
vec3 l=p-giNeighbor(uv-vec2(pixel.x,0),p),r=giNeighbor(uv+vec2(pixel.x,0),p)-p;
|
||||
vec3 d=p-giNeighbor(uv-vec2(0,pixel.y),p),u=giNeighbor(uv+vec2(0,pixel.y),p)-p;
|
||||
vec3 dx=dot(l,l)>0.0&&(dot(l,l)<dot(r,r)||dot(r,r)==0.0)?l:r;
|
||||
vec3 dy=dot(d,d)>0.0&&(dot(d,d)<dot(u,u)||dot(u,u)==0.0)?d:u;
|
||||
// Normalize directions BEFORE the cross product. Pixel area approaches zero
|
||||
// near a surface (or at high resolution); it is not a validity criterion.
|
||||
float xx=dot(dx,dx),yy=dot(dy,dy);
|
||||
if(xx<1e-20||yy<1e-20)return vec3(0);
|
||||
vec3 n=cross(dx*inversesqrt(xx),dy*inversesqrt(yy));
|
||||
float nn=dot(n,n);if(nn<1e-12)return vec3(0);n*=inversesqrt(nn);
|
||||
vec3 a=abs(n);
|
||||
if(max(a.x,max(a.y,a.z))>.995){
|
||||
n=a.x>a.y&&a.x>a.z?vec3(sign(n.x),0,0):a.y>a.z?vec3(0,sign(n.y),0):vec3(0,0,sign(n.z));
|
||||
}
|
||||
return dot(n,-p)<0.0?-n:n;
|
||||
}
|
||||
float giConfidence(vec3 p,vec3 n){
|
||||
// Distance to the receiving plane, not radial distance: no circular cut in
|
||||
// a flat wall. Fade before entering it; also soften nearly tangent views.
|
||||
float planeDistance=abs(dot(p,n));
|
||||
return smoothstep(.06,.4,planeDistance)*smoothstep(.025,.12,planeDistance/max(length(p),.0001));
|
||||
}
|
||||
float giFog(vec3 p){
|
||||
float a=clamp((max(length(p.xz),abs(p.y))-GIFog.x)/max(GIFog.y-GIFog.x,0.001),0.0,1.0);
|
||||
float b=clamp((length(p)-GIFog.z)/max(GIFog.w-GIFog.z,0.001),0.0,1.0);
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
layout(std140) uniform PixelShadows {
|
||||
mat4 InverseViewProjection;
|
||||
mat4 LightMatrix;
|
||||
vec4 CameraFractionPixels;
|
||||
vec4 SunStrength;
|
||||
vec4 DistanceClipFog;
|
||||
vec4 EnvironmentFog;
|
||||
};
|
||||
layout(std140) uniform ShaftParams { vec4 ShaftColor; vec4 ShaftSettings; };
|
||||
uniform sampler2D WorldDepth;
|
||||
vec2 shaftTexel(vec2 uv){
|
||||
vec2 size=vec2(textureSize(WorldDepth,0));
|
||||
return (clamp(floor(uv*size),vec2(0),size-1.0)+.5)/size;
|
||||
}
|
||||
vec3 shaftPosition(vec2 uv,float depth){
|
||||
float z=DistanceClipFog.y>.5?depth:depth*2.0-1.0;
|
||||
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,z,1);
|
||||
return p.xyz/p.w;
|
||||
}
|
||||
float shaftEnd(vec2 uv){
|
||||
float depth=texture(WorldDepth,uv).r;
|
||||
return depth<=0.0?ShaftSettings.y:min(ShaftSettings.y,length(shaftPosition(uv,depth)));
|
||||
}
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
name = "Sanctuary"
|
||||
author = "KOKA99CAB"
|
||||
version = "beta.134"
|
||||
version = "beta.137"
|
||||
pack-format = "packwiz:1.1.0"
|
||||
|
||||
[index]
|
||||
|
||||
Reference in New Issue
Block a user