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Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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a4e96c0d99 |
@@ -20,14 +20,12 @@ 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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La version **beta.127** intègre les ombres portées pixélisées au shader natif
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**Sanctuary · Vanilla Light**. Elles s'activent dans **Options → Shaders**, avec
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finesse et portée réglables. Le [ticket de livraison](docs/shader-beta127.md)
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décrit les réglages, les limites et les vérifications. Les ajouts de
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[beta.126](docs/gems-beta126.md) — gemmes, argile spéciale et commandes de
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découverte — sont conservés. La release est publiée et l’instance **Sanctuary Beta**
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synchronisée, sauvegardes et réglages préservés. Packs normal/Test et template
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sont également disponibles dans `build/`.
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La version **beta.128** stabilise les ombres pixélisées, atténue le soleil au
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zénith et ajoute les ombres légères de la lune et le feuillage irrégulier.
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**Options → Shaders → Sanctuary · Vanilla Light** : les réglages de finesse et
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de portée sont conservés. Le [ticket de livraison](docs/shader-beta128.md)
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décrit le résultat et ses vérifications. Les gemmes, sculptures et découvertes
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de beta.126 restent inchangées.
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La [livraison précédente](docs/clay-workshop-integration-beta110.md) réunit déjà
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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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@@ -38,6 +36,12 @@ 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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## beta.128 — Ombres stables, lune et feuillage
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Grille de réception stabilisée, contours nets des blocs, atténuation à midi,
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ombre lunaire légère et feuillage nuancé selon son épaisseur.
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[Contrat et vérifications](docs/shader-beta128.md).
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## beta.127 — Shader : ombres portées pixélisées
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Ombres solaires natives, finesse 8/16/32 pixels par bloc et portée 16/32/64 blocs.
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@@ -0,0 +1,92 @@
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# SHADER-128 — stabilité, lune et feuillage
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Demandes du 17 septembre 2026 : réduire le jitter des bords et à midi, conserver
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des ombres de blocs nettes et un feuillage nuancé, ajouter une ombre lunaire
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fine et une transmission
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irrégulière du feuillage selon son épaisseur. Branche `codex/moon-foliage-beta128`,
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socle publié beta.127, Minecraft 26.3 / Java 25.
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## Résultat
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Les faces de voxels reçoivent l'ombre sur une grille fixe ; leur plan est
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stabilisé au 1/16 de bloc et les faces inclinées conservent leur normale. La
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carte de profondeur utilise un ancrage par 16 blocs avec alignement de ses
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texels. **Les ombres des blocs restent nettes** : le créateur a écarté leur
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adoucissement après l'essai visuel. Le filtrage est réservé au feuillage.
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Le soleil continue de se déplacer : ce mouvement naturel peut toujours faire
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avancer une ombre d'une case. L'objectif est de supprimer les oscillations
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liées à la caméra, pas de figer le temps.
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Entre une élévation solaire de 0,92 et le zénith, l'intensité diminue doucement
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jusqu'à 25 % de sa valeur habituelle : alpha maximal 0,095 au lieu de 0,38.
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La lune réutilise la même carte et son angle natif ; alpha maximal 0,10 selon
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sa phase, nul à la nouvelle lune. Horizon, pluie, portée et brume atténuent
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les deux lumières. Pas de seconde passe de carte lunaire simultanée.
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Les blocs du tag vanilla `leaves` projettent une couverture probabiliste fixe
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sur une grille de quart de bloc. Les faces internes restent présentes : plus
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le rayon traverse de couches, moins il a de chances de passer. Il s'agit d'une
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approximation statistique de l'épaisseur, pas d'un comptage des feuilles ni
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d'une lecture des trous de leur texture. Quatre échantillons bilinéaires sur
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un quart de bloc mélangent cette couverture
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en nuances, évaluées sur la grille pixélisée. Un masque R8 distingue feuilles
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et blocs dans la même passe de profondeur, pour garder les silhouettes opaques
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nettes. Les comparaisons suivent le plan récepteur pour éviter l'auto-ombrage
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sur les surfaces obliques. Le motif ne dépend ni du temps ni de la caméra et
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ne demande aucune lecture GPU côté CPU en production.
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Les budgets du cache restent 96 Mio, quatre sections et 3 ms souples par image.
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Le feuillage ajoute des faces ; son filtrage utilise seize comparaisons de
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profondeur et, selon le cas, autant de lectures du masque. Les ombres opaques
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pleines utilisent le chemin court. Le masque prend 4 Mio à la définition
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par défaut, 16 Mio au maximum ; aucune promesse de FPS n'est faite.
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Réglages existants et libellés FR/EN conservés/actualisés. Les ombres restent
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optionnelles et désactivées par défaut. Règles, éclairage de gameplay, mondes
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et génération inchangés. Les limitations de beta.127 concernant les entités,
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fluides, verre et autres formes non occultantes subsistent.
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## Vérifications
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`PixelShadows122ClientChecks`, fixture historique étendue, réussit en **1 min
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44 s** dans un monde neuf plat, graine 122, client natif macOS/OpenGL.
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- Soleil : 920 échantillons de sol ombrés et 63 412 inchangés ; retrait/repose
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d'un pilier hors écran restitue puis rétablit son ombre.
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- Lune : ombre localisée mesurée ; arrêt des passes à la nouvelle lune.
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- Midi : ombre atténuée et **zéro échantillon de transition adoucie sur 65 664**
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dans la scène de contrôle du contour opaque.
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- Caméra : petits déplacements autour de l'ancien ancrage entier et du nouvel
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ancrage par 16 blocs, retour au point initial, petites rotations en vue
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oblique, instants avant/après midi et passage de 5999 à 6001 ticks.
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Comparaisons d'images avec tolérance de trois niveaux par canal et moins
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de 1 % d'échantillons changés pour ces petits mouvements.
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- Vue oblique : 19 637 échantillons ombrés, 46 027 inchangés sur le sol blanc.
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- Feuillage : assombrissement moyen mesuré d'environ **18,6 %** pour une couche,
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**31,7 %** pour quatre, contre **36,8 %** sous une couverture solide.
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Motif fixe dans le temps ; modification des couches invalide le cache actif.
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- Trois finesses/trois portées, désactivation/libération GPU, préférences
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persistantes, rechargement des ressources, textes FR/EN et captures inspectés.
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Commande native : `./gradlew :sanctuary:runClientGameTest
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-PsanctuaryClientTests=true -PsanctuaryPixelShadows122ClientTests=true
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-PsanctuaryClientNoVsync=true -PsanctuaryQuickTests=true` sous Java 25.
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Logs : `build/shader128-client.log` ; captures sous
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`mods/sanctuary/build/run/clientGameTest/screenshots/`.
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`./gradlew check build assemblePack assembleTestPack
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-x :sanctuary:runGameTest` réussit en **2 min 24 s**, 126 tâches.
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Les sources archivées correspondent au ticket. **13 entrées de production**
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diffèrent de beta.127, limitées aux classes du shader, GLSL et libellés FR/EN.
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Gemmes, sculptures, découvertes, données et règles de jeu restent identiques.
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Normal et Test embarquent le même JAR ; le template correspond exactement aux
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ressources exportables. Aucun monde ni fixture de test embarqué.
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Le serveur GameTest dédié reste exclu conformément au refus antérieur de son
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EULA. Aucun monde personnel utilisé. Aucun essai Windows/Vulkan revendiqué.
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## Artefacts vérifiés
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| Artefact | SHA-256 |
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| --- | --- |
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| `Sanctuary-beta.128.mrpack` | `84125b18366afde52c8cba4bc7007257b1c3d8b79d413338abe64d0e0ae8feaf` |
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| `Sanctuary-Test-beta.128.mrpack` | `6bfb10d8d63875bfb84e813d4f0a9faf5db30902cc0400deda0993c08b86e597` |
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| `sanctuary-beta.128.jar` | `c54cbae7efaa7059c8fd4d28801087983379958fe34eedff51682d106d649c6a` |
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+2
-2
@@ -9,8 +9,8 @@ loom_version=1.17.20
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fabric_api_version=0.160.5+26.3
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# Release counter: beta.001, .002, .003, ... (see docs/versioning.md).
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mod_version=beta.127
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pack_version=beta.127
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mod_version=beta.128
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pack_version=beta.128
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resource_pack_version=beta.121
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maven_group=fr.koka.sanctuary
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jei_version=30.32.0-sanctuary.3
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+175
-18
@@ -100,7 +100,13 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
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check(!s.getGlobalGameRules().get(GameRules.ADVANCE_TIME), "Native daylight rule is frozen");
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command(s, "time set 3000");
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command(s, "gamemode spectator @a");
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if (s.getGlobalGameRules().get(GameRules.SPAWN_MOBS))
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command(s, "gamerule " + GameRules.SPAWN_MOBS.id() + " false");
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var level = s.overworld();
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var entities = new java.util.ArrayList<net.minecraft.world.entity.Entity>();
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level.getAllEntities().forEach(entities::add);
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entities.stream().filter(e -> !(e instanceof net.minecraft.server.level.ServerPlayer))
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.forEach(net.minecraft.world.entity.Entity::discard);
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// The elevated platform isolates the samples from grass, mobs and flat-world lighting.
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for (int x = -24; x <= 24; x++) for (int z = -24; z <= 24; z++) {
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level.setBlockAndUpdate(new BlockPos(x, FLOOR, z), Blocks.CONCRETE.white().defaultBlockState());
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@@ -185,21 +191,27 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
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localShadow(compare(offscreenOff, replaced), "Replacing caster restores its shadow", .20);
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unchanged(offscreenOn, replaced, "Same caster restores the same ground shadow");
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server.runOnServer(s -> command(s, "time set midnight"));
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c.waitFor(m -> PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle).y < 0,
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200);
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c.waitTicks(10);
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int nightFrames = c.computeOnClient(m -> {
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check(VanillaLight.pixelShadows() && !PixelShadows.applied(), "Enabled sun shadows are inactive at midnight");
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return PixelShadows.renderedFrames();
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});
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var nightOn = capture(c, "midnight-on");
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c.waitTicks(6);
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c.runOnClient(m -> check(PixelShadows.renderedFrames() == nightFrames, "Midnight submits no sun-shadow frames"));
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// beta.128: the moon now casts a weaker shadow using its native celestial angle.
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server.runOnServer(s -> command(s, "time set 15000"));
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c.waitFor(m -> PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle).y < 0, 200);
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camera(c, server, -2, FLOOR + 18, 1, 70);
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shadows(c, false);
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unchanged(nightOn, capture(c, "midnight-off"), "Midnight ON/OFF image is unchanged");
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var moonOff = capture(c, "moon-off");
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shadows(c, true);
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var moonOn = capture(c, "moon-on");
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var moonStats = opacity(moonOff, moonOn);
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check(moonStats.dark > 100 && moonStats.maximum > .025 && moonStats.maximum < .14,
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"Moon creates localized subtle shadows: " + moonStats);
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unchanged(moonOn, capture(c, null), "Frozen moon shadow is stable");
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server.runOnServer(s -> command(s, "time set 111000"));
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c.waitFor(m -> m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.moonPhase.index() == 4
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&& !PixelShadows.applied(), 200);
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c.waitTicks(6);
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int newMoonFrames = c.computeOnClient(m -> PixelShadows.renderedFrames());
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c.waitTicks(6);
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c.runOnClient(m -> check(PixelShadows.renderedFrames() == newMoonFrames, "New moon submits no shadow pass"));
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noonAndFoliage(c, server);
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server.runOnServer(s -> command(s, "time set 3000"));
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c.waitFor(m -> PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle).y > .2f,
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200);
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shadows(c, true);
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@@ -234,12 +246,12 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
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});
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});
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c.waitTicks(3);
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c.takeScreenshot("sanctuary-beta122-shadows-options-" + locale);
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c.takeScreenshot("sanctuary-beta128-shadows-options-" + locale);
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}
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c.runOnClient(m -> m.gui.setScreen(null));
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}
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System.out.println("PIXEL_SHADOWS122_CLIENT_PASS: bounded saved preferences; native GPU ON/OFF ground; "
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+ "offscreen caster; live removal/replacement; midnight idle; resource reload; FR/EN screenshots");
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+ "offscreen caster; live removal/replacement; subtle moon; noon attenuation; foliage density; camera stability; resource reload; FR/EN screenshots");
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} finally {
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onboarding.set(false);
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c.runOnClient(m -> {
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@@ -258,6 +270,140 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
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}
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}
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private static void noonAndFoliage(ClientGameTestContext c, TestServerContext server) {
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// Overhead caster keeps a visible noon shadow while the camera sits below it.
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server.runOnServer(s -> {
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pillar(s, false);
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s.overworld().setBlockAndUpdate(SLAB, Blocks.AIR.defaultBlockState());
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s.overworld().setBlockAndUpdate(STAIR, Blocks.AIR.defaultBlockState());
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canopy(s, 1, false, 3);
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command(s, "time set 6000");
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});
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camera(c, server, .99999, FLOOR + 5, 1, 70);
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c.waitTicks(30);
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shadows(c, false);
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var noonOff = capture(c, "noon-off");
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shadows(c, true);
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var noonOn = capture(c, "noon-on");
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var noonStats = opacity(noonOff, noonOn);
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crispEdge(noonOff, noonOn);
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check(noonStats.dark > 100 && noonStats.maximum > .04 && noonStats.maximum < .14,
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"Noon shadow is present but attenuated: " + noonStats);
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camera(c, server, 1.00001, FLOOR + 5, 1, 70);
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unchanged(noonOn, capture(c, "noon-camera-subpixel"), "Noon tiny motion across former integer anchor");
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camera(c, server, .99999, FLOOR + 5, 1, 70);
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unchanged(noonOn, capture(c, null), "Noon camera return");
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look(c, server, 35, 60);
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shadows(c, false);
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var obliqueOff = capture(c, "noon-oblique-off");
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shadows(c, true);
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var obliqueNoon = capture(c, "noon-oblique");
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localShadow(compare(obliqueOff, obliqueNoon), "Oblique noon camera sees actual white receiving ground", .10);
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look(c, server, 35.00002f, 60.00002f);
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unchanged(obliqueNoon, capture(c, null), "Subpixel rotation with an oblique receiver");
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// Both sides of noon, frozen individually: no frame-to-frame edge flicker.
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for (int time : new int[]{5990, 6010}) {
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server.runOnServer(s -> command(s, "time set " + time));
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c.waitTicks(10);
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var stable = capture(c, "noon-" + time);
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c.waitTicks(10);
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unchanged(stable, capture(c, null), "Frozen near-noon " + time);
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}
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server.runOnServer(s -> command(s, "time set 5999"));
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c.waitTicks(10);
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var beforeNoon = capture(c, null);
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server.runOnServer(s -> command(s, "time set 6001"));
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c.waitTicks(10);
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unchanged(beforeNoon, capture(c, "noon-crossing"), "Continuous passage through noon has no large flip");
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server.runOnServer(s -> {
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canopy(s, 1, true, 16);
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command(s, "time set 3000");
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});
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camera(c, server, 0, FLOOR + 5, 0, 60);
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c.waitTicks(30);
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shadows(c, false);
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var thinOff = capture(c, "leaves-thin-off");
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shadows(c, true);
|
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var thinOn = capture(c, "leaves-thin-on");
|
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var thin = opacity(thinOff, thinOn);
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c.waitTicks(8);
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unchanged(thinOn, capture(c, null), "Leaf noise is independent of frame/time");
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// Keep the live cache: adding inner leaf layers must invalidate it too.
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server.runOnServer(s -> canopy(s, 4, true, 16));
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c.waitTicks(30);
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activeFrames(c);
|
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var thickOn = capture(c, "leaves-thick-on");
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shadows(c, false);
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var thickOff = capture(c, "leaves-thick-off");
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var thick = opacity(thickOff, thickOn);
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||||
server.runOnServer(s -> canopy(s, 4, false, 16));
|
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c.waitTicks(30);
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var solidOff = capture(c, "canopy-solid-off");
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shadows(c, true);
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var solid = opacity(solidOff, capture(c, "canopy-solid-on"));
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check(thin.mean > .02 && thick.mean > thin.mean + .025 && solid.mean > thick.mean + .01,
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"Depth increases foliage opacity, bounded by solid: thin=" + thin + " thick=" + thick + " solid=" + solid);
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check(thin.dark > 100 && thin.lit > 100, "Thin foliage has both light holes and shadows: " + thin);
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server.runOnServer(s -> {
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for (int x=-16;x<=16;x++) for(int z=-16;z<=16;z++) for(int y=FLOOR+10;y<FLOOR+13;y++)
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s.overworld().setBlockAndUpdate(new BlockPos(x,y,z), Blocks.AIR.defaultBlockState());
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canopy(s, 1, true, 16);
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});
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c.waitTicks(30);
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||||
// Crossing a 16-block origin boundary must preserve the same world shadow.
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camera(c, server, 7.99999, FLOOR + 5, 0, 60);
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activeFrames(c);
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var boundary = capture(c, null);
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camera(c, server, 8.00001, FLOOR + 5, 0, 60);
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activeFrames(c);
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||||
unchanged(boundary, capture(c, "anchor-boundary"), "Subpixel motion across 16-block anchor");
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System.out.println("SHADOWS128_PASS moon/noon plus stable anchors; foliage thin=" + thin + " thick=" + thick + " solid=" + solid);
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server.runOnServer(s -> {
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for (int x=-16;x<=16;x++) for(int z=-16;z<=16;z++) for(int y=FLOOR+9;y<FLOOR+13;y++)
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s.overworld().setBlockAndUpdate(new BlockPos(x,y,z), Blocks.AIR.defaultBlockState());
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pillar(s, true);
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||||
});
|
||||
}
|
||||
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||||
private static void canopy(MinecraftServer s, int layers, boolean leaves, int radius) {
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||||
var state = leaves ? Blocks.OAK_LEAVES.defaultBlockState().setValue(net.minecraft.world.level.block.LeavesBlock.PERSISTENT, true)
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||||
: Blocks.CONCRETE.red().defaultBlockState();
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||||
for (int x=-radius;x<=radius;x++) for(int z=-radius;z<=radius;z++) for(int y=FLOOR+9;y<FLOOR+9+layers;y++)
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||||
s.overworld().setBlockAndUpdate(new BlockPos(x,y,z), state);
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||||
}
|
||||
|
||||
private static void crispEdge(Frame off, Frame on) {
|
||||
int samples = 0, intermediate = 0;
|
||||
for (int y=off.height/10;y<off.height*9/10;y+=2) for (int x=off.width/10;x<off.width*9/10;x+=2) {
|
||||
int i=y*off.width+x;
|
||||
if (!whiteGround(off.pixels[i])) continue;
|
||||
samples++;
|
||||
double ratio=(brightness(off.pixels[i])-brightness(on.pixels[i]))/(double)brightness(off.pixels[i]);
|
||||
if (ratio > .015 && ratio < .070) intermediate++;
|
||||
}
|
||||
check(samples > 1000 && intermediate < samples / 200,
|
||||
"Opaque noon edge stays crisp, no foliage smoothing: " + intermediate + "/" + samples);
|
||||
System.out.println("SHADOWS128_CRISP intermediate=" + intermediate + "/" + samples);
|
||||
}
|
||||
|
||||
private record Opacity(int samples, int dark, int lit, double mean, double maximum) { }
|
||||
private static Opacity opacity(Frame off, Frame on) {
|
||||
sameSize(off,on);
|
||||
int samples=0,dark=0,lit=0;double sum=0,maximum=0;
|
||||
for(int y=off.height/10;y<off.height*9/10;y+=2) for(int x=off.width/10;x<off.width*9/10;x+=2) {
|
||||
int i=y*off.width+x,a=off.pixels[i],b=on.pixels[i];
|
||||
int r=a>>16&255,g=a>>8&255,blue=a&255;
|
||||
if(Math.min(r,Math.min(g,blue))<24 || Math.max(r,Math.max(g,blue))-Math.min(r,Math.min(g,blue))>64)continue;
|
||||
double ratio=(brightness(a)-brightness(b))/(double)brightness(a);
|
||||
samples++;sum+=ratio;maximum=Math.max(maximum,ratio);
|
||||
if(ratio>.02)dark++;else if(Math.abs(ratio)<.01)lit++;
|
||||
}
|
||||
check(samples>1000,"White concrete (including blue moonlight) available for shadow opacity");
|
||||
var result=new Opacity(samples,dark,lit,sum/samples,maximum);
|
||||
System.out.println("SHADOWS128_OPACITY " + result);
|
||||
return result;
|
||||
}
|
||||
|
||||
private static java.util.stream.Stream<net.minecraft.client.gui.components.events.GuiEventListener> widgets(
|
||||
net.minecraft.client.gui.components.events.ContainerEventHandler root) {
|
||||
return root.children().stream().flatMap(widget -> widget instanceof net.minecraft.client.gui.components.events.ContainerEventHandler child
|
||||
@@ -299,10 +445,11 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
private static void camera(ClientGameTestContext c, TestServerContext server, double x, double y, double z, int fov) {
|
||||
server.runOnServer(s -> {
|
||||
var p = s.getPlayerList().getPlayers().getFirst();
|
||||
p.teleportTo(x, y, z);
|
||||
command(s, "tp @a " + x + " " + y + " " + z + " 0 90");
|
||||
p.setDeltaMovement(Vec3.ZERO);
|
||||
});
|
||||
c.waitFor(m -> m.player.position().distanceToSqr(new Vec3(x, y, z)) < .0001, 200);
|
||||
c.waitFor(m -> m.player.position().distanceToSqr(new Vec3(x, y, z)) < .0001
|
||||
&& Math.abs(m.player.getXRot() - 90) < .001, 200);
|
||||
c.runOnClient(m -> {
|
||||
m.options.fov().set(fov);
|
||||
m.player.setYRot(0);
|
||||
@@ -314,6 +461,16 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
c.waitTicks(15);
|
||||
}
|
||||
|
||||
private static void look(ClientGameTestContext c, TestServerContext server, float yaw, float pitch) {
|
||||
server.runOnServer(s -> {
|
||||
var p = s.getPlayerList().getPlayers().getFirst();
|
||||
command(s, "tp @a " + p.getX() + " " + p.getY() + " " + p.getZ() + " " + yaw + " " + pitch);
|
||||
});
|
||||
c.waitFor(m -> Math.abs(m.player.getXRot() - pitch) < .00001
|
||||
&& Math.abs(m.player.getYRot() - yaw) < .00001, 200);
|
||||
c.waitTicks(15);
|
||||
}
|
||||
|
||||
private static void pillar(MinecraftServer s, boolean present) {
|
||||
for (int x = 0; x < 2; x++) for (int z = 0; z < 2; z++) for (int y = FLOOR + 1; y <= FLOOR + 8; y++) {
|
||||
s.overworld().setBlockAndUpdate(new BlockPos(x, y, z),
|
||||
@@ -352,7 +509,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
|
||||
}
|
||||
|
||||
private static Frame capture(ClientGameTestContext c, String name) {
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta122-shadows-" + name);
|
||||
if (name != null) c.takeScreenshot("sanctuary-beta128-shadows-" + name);
|
||||
var result = new CompletableFuture<Frame>();
|
||||
c.runOnClient(m -> Screenshot.takeScreenshot(m.gameRenderer.mainRenderTarget(), image -> {
|
||||
try (image) {
|
||||
|
||||
@@ -24,16 +24,18 @@ import net.minecraft.world.level.dimension.DimensionType;
|
||||
import net.minecraft.world.level.material.FogType;
|
||||
import org.joml.Matrix4f;
|
||||
import org.joml.Vector3f;
|
||||
import org.joml.Vector4f;
|
||||
|
||||
/** Native sun depth map and world-grid receivers. Never reads GPU pixels or changes gameplay light. */
|
||||
/** Native sun/moon depth map and world-grid receivers. Never reads GPU pixels or changes gameplay light. */
|
||||
public final class PixelShadows {
|
||||
private static final RenderPipeline DEPTH = RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(Identifier.parse("sanctuary:pipeline/pixel_shadow_depth"))
|
||||
.withVertexShader(Identifier.parse("sanctuary:core/pixel_shadow_depth"))
|
||||
.withFragmentShader(Identifier.parse("sanctuary:core/pixel_shadow_depth"))
|
||||
.withBindGroupLayout(BindGroupLayouts.DYNAMIC_TRANSFORMS)
|
||||
.withVertexBinding(0, DefaultVertexFormat.POSITION)
|
||||
.withVertexBinding(0, DefaultVertexFormat.POSITION_COLOR)
|
||||
.withPrimitiveTopology(PrimitiveTopology.QUADS).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.empty(), GpuFormat.R8_UNORM, ColorTargetState.WRITE_COLOR))
|
||||
.withDepthStencilState(new DepthStencilState(CompareOp.LESS_THAN, true)).build());
|
||||
private static final RenderPipeline APPLY = RenderPipelines.register(RenderPipeline.builder()
|
||||
.withLocation(Identifier.parse("sanctuary:pipeline/pixel_shadows"))
|
||||
@@ -42,7 +44,8 @@ public final class PixelShadows {
|
||||
.withBindGroupLayout(BindGroupLayout.builder()
|
||||
.withUniform("PixelShadows", UniformType.UNIFORM_BUFFER)
|
||||
.withUniform("WorldDepth", UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("SunDepth", UniformType.COMBINED_IMAGE_SAMPLER).build())
|
||||
.withUniform("SunDepth", UniformType.COMBINED_IMAGE_SAMPLER)
|
||||
.withUniform("SunMaterial", UniformType.COMBINED_IMAGE_SAMPLER).build())
|
||||
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
|
||||
.withColorTargetState(new ColorTargetState(Optional.of(BlendFunction.TRANSLUCENT), GpuFormat.RGBA8_UNORM, ColorTargetState.WRITE_COLOR))
|
||||
.withDepthStencilState(Optional.empty()).build());
|
||||
@@ -79,19 +82,23 @@ public final class PixelShadows {
|
||||
var sky = state.skyRenderState;
|
||||
CameraRenderState camera = state.cameraRenderState;
|
||||
var sun = sunDirection(sky.sunAngle);
|
||||
boolean lunar = sun.y <= .08f;
|
||||
if (lunar) sun = sunDirection(sky.moonAngle);
|
||||
if (sky.skybox != DimensionType.Skybox.OVERWORLD || camera.fogType != FogType.NONE || sun.y <= .08f) return;
|
||||
float strength = .38f * Math.clamp((sun.y - .08f) / .16f, 0, 1) * sky.rainBrightness;
|
||||
float moon = sky.moonPhase == null ? 1 : (float)(.5 + .5 * Math.cos(sky.moonPhase.index() * Math.PI / 4));
|
||||
float strength = (lunar ? .10f * moon : .38f * zenithFade(sun.y))
|
||||
* Math.clamp((sun.y - .08f) / .16f, 0, 1) * sky.rainBrightness;
|
||||
if (strength <= .001f) return;
|
||||
int distance = VanillaLight.shadowDistance(), pixels = VanillaLight.shadowPixels();
|
||||
TERRAIN.update(client.level, camera.pos, distance, sun);
|
||||
int size = mapSize(distance, pixels);
|
||||
if (shadowMap == null || shadowMap.width != size) {
|
||||
if (shadowMap != null) shadowMap.destroyBuffers();
|
||||
shadowMap = new TextureTarget("Sanctuary sun shadows", size, size, null, GpuFormat.D32_FLOAT);
|
||||
shadowMap = new TextureTarget("Sanctuary celestial shadows", size, size, GpuFormat.R8_UNORM, GpuFormat.D32_FLOAT);
|
||||
}
|
||||
if (uniforms == null) uniforms = new MappableRingBuffer(() -> "Sanctuary pixel shadows",
|
||||
GpuBuffer.USAGE_UNIFORM | GpuBuffer.USAGE_MAP_WRITE, 192);
|
||||
double ox = Math.floor(camera.pos.x), oy = Math.floor(camera.pos.y), oz = Math.floor(camera.pos.z);
|
||||
double ox = anchor(camera.pos.x), oy = anchor(camera.pos.y), oz = anchor(camera.pos.z);
|
||||
boolean zeroToOne = RenderSystem.getDevice().getDeviceInfo().isZZeroToOne();
|
||||
var light = lightMatrix(sun, distance, size, ox, oy, oz, zeroToOne);
|
||||
var inverse = new Matrix4f(projection).mul(camera.viewRotationMatrix).invert();
|
||||
@@ -109,13 +116,18 @@ public final class PixelShadows {
|
||||
int maxIndices = 0;
|
||||
for (var entry : entries) {
|
||||
transforms.add(RenderSystem.getDynamicUniforms().writeTransform(new Matrix4f(light)
|
||||
.translate((float)(entry.x() - ox), (float)(entry.y() - oy), (float)(entry.z() - oz))));
|
||||
.translate((float)(entry.x() - ox), (float)(entry.y() - oy), (float)(entry.z() - oz)),
|
||||
new Vector4f(1, 1, 1, 1),
|
||||
// Bounded world coordinates keep foliage noise precise far from spawn.
|
||||
new Vector3f(Math.floorMod(entry.x(), 4096), Math.floorMod(entry.y(), 4096),
|
||||
Math.floorMod(entry.z(), 4096)), new Matrix4f()));
|
||||
maxIndices = Math.max(maxIndices, entry.indexCount());
|
||||
}
|
||||
var indices = RenderSystem.getSequentialBuffer(PrimitiveTopology.QUADS);
|
||||
indices.requestIndexCount(maxIndices);
|
||||
var encoder = RenderSystem.getDevice().createCommandEncoder();
|
||||
try (var pass = encoder.createRenderPass(com.mojang.renderpearl.api.commands.RenderPassDescriptor.builder(() -> "Sanctuary sun depth")
|
||||
try (var pass = encoder.createRenderPass(com.mojang.renderpearl.api.commands.RenderPassDescriptor.builder(() -> "Sanctuary celestial depth")
|
||||
.withColorAttachment(shadowMap.getColorTextureView(), Optional.of(new Vector4f(0, 0, 0, 0)))
|
||||
.withDepthAttachment(shadowMap.getDepthTextureView(), OptionalDouble.of(1)).build())) {
|
||||
pass.setPipeline(RenderSystem.getCompiledPipeline(DEPTH));
|
||||
if (maxIndices > 0) pass.setIndexBuffer(indices.getBuffer(), indices.type());
|
||||
@@ -133,20 +145,28 @@ public final class PixelShadows {
|
||||
pass.setUniform("PixelShadows", uniforms.currentBuffer());
|
||||
pass.setUniform("WorldDepth", main.getDepthTextureView(), nearest);
|
||||
pass.setUniform("SunDepth", shadowMap.getDepthTextureView(), nearest);
|
||||
pass.setUniform("SunMaterial", shadowMap.getColorTextureView(), nearest);
|
||||
pass.draw(3, 1, 0, 0);
|
||||
}
|
||||
renderedFrames++;
|
||||
applied = true;
|
||||
}
|
||||
|
||||
/** Smoothly soften overhead sunlight, without a noon on/off discontinuity. */
|
||||
static float zenithFade(float elevation) {
|
||||
float t = Math.clamp((elevation - .92f) / .08f, 0, 1);
|
||||
return 1 - .75f * t * t * (3 - 2 * t);
|
||||
}
|
||||
|
||||
static double anchor(double coordinate) { return Math.floor(coordinate / 16.0 + .5) * 16.0; }
|
||||
static Vector3f sunDirection(float angle) { return new Vector3f(-(float)Math.sin(angle), (float)Math.cos(angle), 0); }
|
||||
static int mapSize(int distance, int pixels) {
|
||||
int size = 512;
|
||||
while (size < 2 * (distance + 8) * pixels && size < 4096) size *= 2;
|
||||
while (size < 2 * (distance + 16) * pixels && size < 4096) size *= 2;
|
||||
return size;
|
||||
}
|
||||
static Matrix4f lightMatrix(Vector3f sun, int distance, int size, double x, double y, double z, boolean zeroToOne) {
|
||||
float extent = distance + 8, reach = 4 * (distance + 16);
|
||||
float extent = distance + 16, reach = 4 * (distance + 16);
|
||||
// A fixed up axis is nonsingular even at noon. Snap the light-space origin to texels.
|
||||
var view = new Matrix4f().lookAt(sun.x * reach, sun.y * reach, sun.z * reach, 0, 0, 0, 0, 0, 1);
|
||||
double texel = 2.0 * extent / size;
|
||||
|
||||
@@ -14,6 +14,7 @@ import java.util.List;
|
||||
import java.util.Map;
|
||||
import java.util.Objects;
|
||||
import net.minecraft.core.Direction;
|
||||
import net.minecraft.tags.BlockTags;
|
||||
import net.minecraft.core.SectionPos;
|
||||
import net.minecraft.world.level.ChunkPos;
|
||||
import net.minecraft.client.multiplayer.ClientLevel;
|
||||
@@ -28,7 +29,7 @@ import org.joml.Vector3fc;
|
||||
|
||||
/**
|
||||
* Render-thread-only, read-only terrain casters. Call update BEFORE opening any render pass.
|
||||
* Positions use DefaultVertexFormat.POSITION (three floats), relative to the entry's block
|
||||
* Positions use POSITION_COLOR (three floats plus a foliage flag), relative to the entry's block
|
||||
* origin; add that origin in the draw transform. Indices belong to RenderSystem's shared
|
||||
* QUADS sequential buffer, which update grows before drawing. This cache never owns it.
|
||||
*
|
||||
@@ -268,7 +269,9 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
while (build.cursor < 4096) {
|
||||
int index = build.cursor++;
|
||||
int x = index & 15, z = (index >> 4) & 15, y = index >> 8;
|
||||
Shape shape = shape(build.section.storage.getBlockState(x, y, z));
|
||||
var state = build.section.storage.getBlockState(x, y, z);
|
||||
boolean foliage = state.is(BlockTags.LEAVES);
|
||||
Shape shape = foliage ? LEAVES : shape(state);
|
||||
if (shape != null) {
|
||||
if (shape.boxes == null) {
|
||||
build.oversized = true;
|
||||
@@ -276,6 +279,7 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
}
|
||||
int hidden = 0;
|
||||
for (Direction direction : DIRECTIONS) {
|
||||
if (foliage) break; // Retain internal leaf faces: each layer contributes transmission.
|
||||
BlockState neighbor = neighbor(build.section, x + direction.getStepX(),
|
||||
y + direction.getStepY(), z + direction.getStepZ());
|
||||
Shape other = neighbor == null ? null : shape(neighbor);
|
||||
@@ -290,7 +294,7 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
build.oversized = true;
|
||||
return true;
|
||||
}
|
||||
face(build.vertices, box, x, y, z, direction);
|
||||
face(build.vertices, box, x, y, z, direction, foliage ? 0xFFFFFFFF : 0xFF000000);
|
||||
build.quads++;
|
||||
}
|
||||
}
|
||||
@@ -314,7 +318,7 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
|
||||
private Shape shape(BlockState state) {
|
||||
// Retain the solid part of waterlogged slabs/stairs, but never mesh the fluid itself.
|
||||
if (state.isAir() || !state.canOcclude() || state.liquid()) return null;
|
||||
if (state.isAir() || state.is(BlockTags.LEAVES) || !state.canOcclude() || state.liquid()) return null;
|
||||
Shape cached = shapes.get(state);
|
||||
if (cached != null) return cached;
|
||||
// In 26.3 occlusion shapes are cached on BlockState and take no level/position argument.
|
||||
@@ -426,34 +430,34 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
}
|
||||
|
||||
/** Counterclockwise exterior faces, matching the native sequential QUADS index order. */
|
||||
private static void face(BufferBuilder out, AABB box, int x, int y, int z, Direction direction) {
|
||||
private static void face(BufferBuilder out, AABB box, int x, int y, int z, Direction direction, int color) {
|
||||
float x0 = x + (float) box.minX, x1 = x + (float) box.maxX;
|
||||
float y0 = y + (float) box.minY, y1 = y + (float) box.maxY;
|
||||
float z0 = z + (float) box.minZ, z1 = z + (float) box.maxZ;
|
||||
switch (direction) {
|
||||
case DOWN -> {
|
||||
out.addVertex(x0, y0, z0); out.addVertex(x1, y0, z0);
|
||||
out.addVertex(x1, y0, z1); out.addVertex(x0, y0, z1);
|
||||
out.addVertex(x0, y0, z0).setColor(color); out.addVertex(x1, y0, z0).setColor(color);
|
||||
out.addVertex(x1, y0, z1).setColor(color); out.addVertex(x0, y0, z1).setColor(color);
|
||||
}
|
||||
case UP -> {
|
||||
out.addVertex(x0, y1, z0); out.addVertex(x0, y1, z1);
|
||||
out.addVertex(x1, y1, z1); out.addVertex(x1, y1, z0);
|
||||
out.addVertex(x0, y1, z0).setColor(color); out.addVertex(x0, y1, z1).setColor(color);
|
||||
out.addVertex(x1, y1, z1).setColor(color); out.addVertex(x1, y1, z0).setColor(color);
|
||||
}
|
||||
case NORTH -> {
|
||||
out.addVertex(x0, y0, z0); out.addVertex(x0, y1, z0);
|
||||
out.addVertex(x1, y1, z0); out.addVertex(x1, y0, z0);
|
||||
out.addVertex(x0, y0, z0).setColor(color); out.addVertex(x0, y1, z0).setColor(color);
|
||||
out.addVertex(x1, y1, z0).setColor(color); out.addVertex(x1, y0, z0).setColor(color);
|
||||
}
|
||||
case SOUTH -> {
|
||||
out.addVertex(x0, y0, z1); out.addVertex(x1, y0, z1);
|
||||
out.addVertex(x1, y1, z1); out.addVertex(x0, y1, z1);
|
||||
out.addVertex(x0, y0, z1).setColor(color); out.addVertex(x1, y0, z1).setColor(color);
|
||||
out.addVertex(x1, y1, z1).setColor(color); out.addVertex(x0, y1, z1).setColor(color);
|
||||
}
|
||||
case WEST -> {
|
||||
out.addVertex(x0, y0, z0); out.addVertex(x0, y0, z1);
|
||||
out.addVertex(x0, y1, z1); out.addVertex(x0, y1, z0);
|
||||
out.addVertex(x0, y0, z0).setColor(color); out.addVertex(x0, y0, z1).setColor(color);
|
||||
out.addVertex(x0, y1, z1).setColor(color); out.addVertex(x0, y1, z0).setColor(color);
|
||||
}
|
||||
case EAST -> {
|
||||
out.addVertex(x1, y0, z0); out.addVertex(x1, y1, z0);
|
||||
out.addVertex(x1, y1, z1); out.addVertex(x1, y0, z1);
|
||||
out.addVertex(x1, y0, z0).setColor(color); out.addVertex(x1, y1, z0).setColor(color);
|
||||
out.addVertex(x1, y1, z1).setColor(color); out.addVertex(x1, y0, z1).setColor(color);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -470,6 +474,7 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
}
|
||||
|
||||
private record Shape(AABB[] boxes, int fullFaces) { }
|
||||
private static final Shape LEAVES = new Shape(new AABB[]{new AABB(0, 0, 0, 1, 1, 1)}, 0);
|
||||
|
||||
private static final class Section {
|
||||
final int x, y, z;
|
||||
@@ -496,7 +501,7 @@ public final class ShadowTerrain implements AutoCloseable {
|
||||
private static final class Build implements AutoCloseable {
|
||||
final Section section;
|
||||
final ByteBufferBuilder bytes = new ByteBufferBuilder(64 * 1024);
|
||||
final BufferBuilder vertices = new BufferBuilder(bytes, PrimitiveTopology.QUADS, DefaultVertexFormat.POSITION);
|
||||
final BufferBuilder vertices = new BufferBuilder(bytes, PrimitiveTopology.QUADS, DefaultVertexFormat.POSITION_COLOR);
|
||||
int cursor, quads;
|
||||
boolean oversized;
|
||||
|
||||
|
||||
@@ -2258,7 +2258,7 @@
|
||||
"sanctuary.discovery.granted": "Discoveries added for %s: %s blocks, %s items, %s species. Linked recipes updated; reopen catalogues.",
|
||||
"sanctuary.discovery.invalid": "Choose a discoverable block, item or species.",
|
||||
"sanctuary.shaders.pixel_shadows": "Pixel shadows",
|
||||
"sanctuary.shaders.pixel_shadows_help": "Sun shadows cast by solid blocks, aligned to a pixel grid. Disabled by default. Requires Vanilla Light; gameplay light levels stay unchanged.",
|
||||
"sanctuary.shaders.pixel_shadows_help": "Sun shadows and subtle moon shadows on a pixel grid. Dappled foliage and softer shadows at noon. Disabled by default; requires Vanilla Light.",
|
||||
"sanctuary.shaders.shadow_pixels": "Shadow precision",
|
||||
"sanctuary.shaders.shadow_pixels_value": "%s pixels/block",
|
||||
"sanctuary.shaders.shadow_pixels_help": "Grid precision: 8, 16 or 32 pixels per block. Higher values make shadow pixels finer. Requires Vanilla Light and pixel shadows.",
|
||||
|
||||
@@ -2258,7 +2258,7 @@
|
||||
"sanctuary.discovery.granted": "Découvertes ajoutées pour %s : %s blocs, %s objets, %s espèces. Recettes liées actualisées ; rouvre les catalogues.",
|
||||
"sanctuary.discovery.invalid": "Choisis un bloc, un objet ou une espèce découvrable.",
|
||||
"sanctuary.shaders.pixel_shadows": "Ombres pixelisées",
|
||||
"sanctuary.shaders.pixel_shadows_help": "Ombres du soleil projetées par les blocs solides, alignées sur une grille de pixels. Désactivées par défaut. Nécessite Vanilla Light ; ne change pas la lumière du jeu.",
|
||||
"sanctuary.shaders.pixel_shadows_help": "Ombres du soleil et ombres légères de la lune, sur une grille de pixels. Feuillage irrégulier et ombres atténuées à midi. Désactivées par défaut ; nécessite Vanilla Light.",
|
||||
"sanctuary.shaders.shadow_pixels": "Précision des ombres",
|
||||
"sanctuary.shaders.shadow_pixels_value": "%s pixels/bloc",
|
||||
"sanctuary.shaders.shadow_pixels_help": "Précision de la grille : 8, 16 ou 32 pixels par bloc. Plus la valeur est élevée, plus les pixels des ombres sont fins. Nécessite Vanilla Light et les ombres pixelisées.",
|
||||
|
||||
+16
-1
@@ -1,3 +1,18 @@
|
||||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
void main() { }
|
||||
layout(location = 0) in vec3 foliagePosition;
|
||||
layout(location = 1) flat in float foliage;
|
||||
layout(location = 0) out vec4 material;
|
||||
uint mixBits(uint h) {
|
||||
h ^= h >> 16; h *= 0x7feb352du; h ^= h >> 15; h *= 0x846ca68bu; return h ^ (h >> 16);
|
||||
}
|
||||
void main() {
|
||||
// Fixed quarter-block cells: no frame/time/camera seed, texture-alpha sampling or CPU ray march.
|
||||
// Each crossed leaf surface transmits 78%; independent layers converge towards solid shade.
|
||||
if (foliage > 0.5) {
|
||||
uvec3 p = uvec3(ivec3(floor((foliagePosition + 0.03125) * 4.0)));
|
||||
uint h = mixBits(p.x ^ mixBits(p.y + 0x9e3779b9u) ^ mixBits(p.z + 0x85ebca6bu));
|
||||
if (float(h & 65535u) / 65535.0 >= 0.22) discard;
|
||||
}
|
||||
material = vec4(foliage, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
@@ -2,6 +2,11 @@
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
#include <minecraft:dynamictransforms.glsl>
|
||||
layout(location = 0) in vec3 Position;
|
||||
layout(location = 1) in vec4 Color;
|
||||
layout(location = 0) out vec3 foliagePosition;
|
||||
layout(location = 1) flat out float foliage;
|
||||
void main() {
|
||||
gl_Position = ModelViewMat * vec4(Position, 1.0);
|
||||
foliagePosition = Position + ModelOffset;
|
||||
foliage = Color.r;
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
#extension GL_ARB_separate_shader_objects : require
|
||||
uniform sampler2D WorldDepth;
|
||||
uniform sampler2D SunDepth;
|
||||
uniform sampler2D SunMaterial;
|
||||
layout(std140) uniform PixelShadows {
|
||||
mat4 InverseViewProjection;
|
||||
mat4 LightMatrix;
|
||||
@@ -15,6 +16,31 @@ layout(location = 0) out vec4 fragColor;
|
||||
float linearFog(float d, float start, float end) {
|
||||
return clamp((d - start) / max(end - start, 0.001), 0.0, 1.0);
|
||||
}
|
||||
float shadowAt(vec2 uv, vec3 receiver, vec2 planeSlope, bool includeOpaque) {
|
||||
if (!includeOpaque && texture(SunMaterial, uv).r < 0.5) return 0.0;
|
||||
// Compare each tap on the same receiving plane; an oblique floor must not shadow itself.
|
||||
float depth = receiver.z + dot(uv - receiver.xy, planeSlope);
|
||||
return depth > texture(SunDepth, uv).r + 0.00015 ? 1.0 : 0.0;
|
||||
}
|
||||
float bilinearShadow(vec2 uv, vec3 receiver, vec2 planeSlope, bool includeOpaque) {
|
||||
vec2 size = vec2(textureSize(SunDepth, 0));
|
||||
vec2 at = uv * size - 0.5;
|
||||
vec2 base = (floor(at) + 0.5) / size;
|
||||
vec2 t = fract(at), stepSize = 1.0 / size;
|
||||
return mix(mix(shadowAt(base,receiver,planeSlope,includeOpaque),
|
||||
shadowAt(base+vec2(stepSize.x,0.0),receiver,planeSlope,includeOpaque),t.x),
|
||||
mix(shadowAt(base+vec2(0.0,stepSize.y),receiver,planeSlope,includeOpaque),
|
||||
shadowAt(base+stepSize,receiver,planeSlope,includeOpaque),t.x),t.y);
|
||||
}
|
||||
float filteredShadow(vec3 coord, vec2 planeSlope, bool includeOpaque) {
|
||||
// Four fixed bilinear taps span a quarter block, averaging leaf coverage into softer shades.
|
||||
// The result is still evaluated once per world-grid cell, with no temporal/random jitter.
|
||||
float r = 0.125 / (2.0 * (DistanceClipFog.x + 16.0));
|
||||
return 0.25 * (bilinearShadow(coord.xy+vec2(-r,-r),coord,planeSlope,includeOpaque)
|
||||
+ bilinearShadow(coord.xy+vec2( r,-r),coord,planeSlope,includeOpaque)
|
||||
+ bilinearShadow(coord.xy+vec2(-r, r),coord,planeSlope,includeOpaque)
|
||||
+ bilinearShadow(coord.xy+vec2( r, r),coord,planeSlope,includeOpaque));
|
||||
}
|
||||
void main() {
|
||||
float depth = texture(WorldDepth, texCoord).r;
|
||||
float clipDepth = DistanceClipFog.y > 0.5 ? depth : depth * 2.0 - 1.0;
|
||||
@@ -24,18 +50,35 @@ void main() {
|
||||
vec3 normal = normalize(cross(dFdx(relative), dFdy(relative)));
|
||||
if (dot(normal, -relative) < 0.0) normal = -normal;
|
||||
if (depth <= 0.0 || length(relative) >= DistanceClipFog.x) discard;
|
||||
// Depth derivatives vary with the camera. Use a stable axis for voxel faces.
|
||||
vec3 absoluteNormal = abs(normal);
|
||||
vec3 axis = absoluteNormal.x > absoluteNormal.y && absoluteNormal.x > absoluteNormal.z ? vec3(1,0,0)
|
||||
: absoluteNormal.y > absoluteNormal.z ? vec3(0,1,0) : vec3(0,0,1);
|
||||
bool voxelFace = max(max(absoluteNormal.x, absoluteNormal.y), absoluteNormal.z) > 0.995;
|
||||
if (voxelFace) normal = axis * sign(dot(normal,axis));
|
||||
vec3 p = relative + CameraFractionPixels.xyz;
|
||||
float pixels = CameraFractionPixels.w;
|
||||
vec3 snapped = (floor(p * pixels) + 0.5) / pixels;
|
||||
vec3 q = snapped + normal * dot(p - snapped, normal);
|
||||
vec3 snapped = (floor(p * pixels + 0.0001) + 0.5) / pixels;
|
||||
// Vanilla voxel faces live on the 1/16 grid. Quantize their plane as well as the two face axes.
|
||||
float plane = floor(dot(p,axis) * 16.0 + 0.5) / 16.0;
|
||||
vec3 q = voxelFace ? snapped + axis * (plane - dot(snapped,axis))
|
||||
: snapped + normal * dot(p - snapped, normal);
|
||||
q += normal * 0.04 + SunStrength.xyz * 0.015;
|
||||
vec4 light = LightMatrix * vec4(q, 1.0);
|
||||
vec3 coord = light.xyz / light.w;
|
||||
coord.xy = coord.xy * 0.5 + 0.5;
|
||||
if (DistanceClipFog.y < 0.5) coord.z = coord.z * 0.5 + 0.5;
|
||||
if (any(lessThan(coord, vec3(0.0))) || any(greaterThan(coord, vec3(1.0)))) discard;
|
||||
float blocker = texture(SunDepth, coord.xy).r;
|
||||
float shade = coord.z > blocker + 0.00015 ? 1.0 : 0.0;
|
||||
// Cofactors transform the receiver normal without a per-fragment matrix inverse.
|
||||
vec3 a = LightMatrix[0].xyz, b = LightMatrix[1].xyz, c = LightMatrix[2].xyz;
|
||||
vec3 lightNormal = normal.x * cross(b,c) + normal.y * cross(c,a) + normal.z * cross(a,b);
|
||||
vec2 planeSlope = abs(lightNormal.z) > 0.00000001
|
||||
? -lightNormal.xy / lightNormal.z * (DistanceClipFog.y > 0.5 ? 2.0 : 1.0) : vec2(0.0);
|
||||
bool leaf = texture(SunMaterial, coord.xy).r > 0.5;
|
||||
float hardShadow = shadowAt(coord.xy, coord, planeSlope, true);
|
||||
// Keep opaque-block edges crisp. Only foliage coverage receives the soft kernel.
|
||||
// Leaf taps may include opaque occluders behind them, preserving shade under roofs.
|
||||
float shade = !leaf && hardShadow > 0.5 ? 1.0 : filteredShadow(coord, planeSlope, leaf);
|
||||
float fade = 1.0 - smoothstep(DistanceClipFog.x * 0.8, DistanceClipFog.x, length(relative));
|
||||
float fog = max(linearFog(length(relative), EnvironmentFog.x, EnvironmentFog.y),
|
||||
linearFog(max(length(relative.xz), abs(relative.y)), DistanceClipFog.z, DistanceClipFog.w));
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
name = "Sanctuary"
|
||||
author = "KOKA99CAB"
|
||||
version = "beta.127"
|
||||
version = "beta.128"
|
||||
pack-format = "packwiz:1.1.0"
|
||||
|
||||
[index]
|
||||
|
||||
Reference in New Issue
Block a user