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Author SHA1 Message Date
koka 93ed5574a4 Drive PBR normals with cached local light directions in beta.141
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 04:11:03 +02:00
koka c9f5c56e68 Document verified beta.140 publication and Prism synchronization
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 03:15:07 +02:00
koka 6e1b3b7108 Add colored dynamic lights and smooth hue-preserving fades for beta.140
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 03:13:43 +02:00
koka c05c338e6b Record beta.139 release and preserved Prism state
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 02:27:19 +02:00
koka dc33ffa546 Add optional local colored lights for beta.139
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 02:25:48 +02:00
koka 9d84a02ed9 Verify Sanctuary shaders on Vulkan with explicit backend tests
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 01:59:13 +02:00
koka 91181865d5 Record beta.138 release and preserved Prism state
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 01:25:31 +02:00
koka daf36fdeac Adapt solar volume density to weather for beta.138
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 01:24:13 +02:00
koka 7f576d14d9 Record beta.137 release and verified Prism update
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 01:01:59 +02:00
koka 2d7072b8a8 Add native solar volume rendering for beta.137
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 01:00:20 +02:00
koka 0781cbd964 Record beta.136 publication and preserved Prism state
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 00:28:20 +02:00
koka 71296a9cfb Add soft celestial lens flare for beta.136
Build Sanctuary / build (push) Canceled after 0s
2026-09-18 00:27:14 +02:00
51 changed files with 2214 additions and 58 deletions
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@@ -20,13 +20,11 @@ La [vision complète](docs/vision.md) conserve les intentions ; le
L’économie, les claims et les dimensions décrits dans la vision restent
à implémenter.
La version **beta.135** corrige le SSGI en contre-plongée et près des surfaces :
normales indépendantes de la taille des pixels et atténuation progressive au
contact. Bloom initial à **20 %**, PBR et SSGI **activés par défaut**.
**Options → Shaders** ; réglages existants conservés.
Le [ticket de livraison](docs/shader-beta135.md) décrit le rendu et ses limites.
Release publiée et même instance **Sanctuary Beta** synchronisée, sauvegardes
et réglages conservés.
La version **beta.141** donne une direction approximative aux lumières locales
pour orienter les normales et les reflets PBR. Les blocs posés utilisent une
estimation en cache ; les objets portés réutilisent leur position. Les sources
opposées adoucissent le relief, avec les fondus existants et sans nouveau bouton.
Le [ticket](docs/directional-lights-beta141.md) décrit le rendu et les vérifications.
La [livraison précédente](docs/clay-workshop-integration-beta110.md) réunit déjà
latelier, les œufs et la neige saisonnière dans linstance **Sanctuary Beta**.
Les [synchronisations antérieures](docs/git-sync-beta092.md) restent documentées.
@@ -37,6 +35,52 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
l’étude de Xaero et des alternatives libres.
## beta.141 — Direction locale et normales PBR
Relief et reflets orientés par les lumières locales. Cache compact, confiance
réduite pour les sources opposées, objets portés et fondus. Activer PBR et
Lumières colorées ; portée PBR 32 blocs.
[Contrat et vérifications](docs/directional-lights-beta141.md) ·
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.141/Sanctuary-beta.141.mrpack) ·
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.141/Sanctuary-Test-beta.141.mrpack).
## beta.140 — Lumières portées et fondus
Mains et tête, distances 8/16/32/64, fondus, cuivre vert, redstone rouge et
option pour la chaleur des torches. Lumières colorées activées à 30 % par défaut.
[Contrat et vérifications](docs/colored-dynamic-beta140.md) ·
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.140/Sanctuary-beta.140.mrpack) ·
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.140/Sanctuary-Test-beta.140.mrpack).
## beta.139 — Lumières colorées
Teintes chaudes, sources des âmes bleues, redstone rouge, froglights et matériaux lumineux.
Option désactivée initialement, intensité 35 % ; propagation locale avec obstacles.
[Contrat et vérifications](docs/colored-lights-beta139.md) ·
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.139/Sanctuary-beta.139.mrpack) ·
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.139/Sanctuary-Test-beta.139.mrpack).
## beta.138 — Rayons et brouillard
Densité automatique des rayons selon le brouillard et les précipitations.
[Contrat et vérifications](docs/shader-beta138.md) ·
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.138/Sanctuary-beta.138.mrpack) ·
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.138/Sanctuary-Test-beta.138.mrpack).
## beta.137 — Rayons solaires
Faisceaux volumétriques légers, intensité réglable et feuillage perméable.
[Contrat et vérifications](docs/shader-beta137.md) ·
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.137/Sanctuary-beta.137.mrpack) ·
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.137/Sanctuary-Test-beta.137.mrpack).
## beta.136 — Lens flare rectangulaire
Soleil et lune, reflets doux et intensité indépendante du bloom.
[Contrat et vérifications](docs/shader-beta136.md) ·
[Pack normal](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.136/Sanctuary-beta.136.mrpack) ·
[Pack de test](https://git.botsu.net/koka/sanctuary-beta/releases/download/beta.136/Sanctuary-Test-beta.136.mrpack).
## beta.135 — SSGI près des surfaces
Correction des coupures à courte distance, sans flouter les textures.
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# LIGHT-140 — Lumières colorées portées et distance
Socle beta.139 `c05c338`, branche `codex/colored-dynamic-beta140`.
Minecraft 26.3 / Java 25. Livraison beta.140.
## Contrat
Relier les couleurs aux vraies sources de lumière dynamique : mains, tête,
cosmétiques, objets au sol et feu, selon le système existant. Renforcer la
teinte et activer les lumières colorées par défaut à 30 %. Ajouter une distance
d'affichage de 8, 16, 32 ou 64 blocs (16 par défaut), indépendante de la portée
native de chaque source. Augmenter la distance coûte davantage en mémoire et
calcul ; aucun chargement forcé de chunk. Les choix sauvegardés sont conservés.
Sources portées actualisées avec le système dynamique, sans reconstruire tout
le champ statique à chaque mouvement. Aucun changement de monde ou de règle
serveur. Vérifications natives OpenGL et Vulkan, puis construction et archives.
## Couleurs et fondus
Torches ordinaires : température native par défaut ; option « Torches chaudes »
pour retrouver l'orangé. Glowstone jaune, lave jaune-rouge, redstone rouge saturé,
cuivre vert (posé, en main ou sur la tête). Le cuivre est reconnu avant les
familles génériques de torches et lanternes. Les palettes explicites restent
indépendantes des packs ; le repli des autres matériaux suit leurs textures.
Le rendu s'atténue sur le dernier quart de la distance choisie. Le champ précédent
reste disponible pendant un fondu de 300 ms vers le nouveau champ ; l'activation
et les sources dynamiques ont aussi un fondu. Le changement de distance est
interpolé. Les sources mobiles utilisent la même sélection bornée et les mêmes
intensités que la lumière dynamique existante, avec interpolation visuelle des
positions et couleurs. Elles héritent de sa propagation radiale, y compris de
ses limites d'occultation ; les blocs posés conservent leur propagation avec murs.
Le volume varie réellement selon la distance (56, 72, 104 ou 168 blocs de côté,
avec marge de propagation). Les grandes distances augmentent la mémoire et le
délai de reconstruction ; la construction reste répartie entre les images.
Deux champs coexistent brièvement pour le fondu. Seuls les chunks déjà chargés
sont lus. La portée lumineuse native des torches n'est pas allongée.
## Frontières de saturation
Le stockage beta.139 tronquait les canaux faibles séparément en fin de portée :
un bleu pouvait perdre son rouge avant son vert, puis devenir plus saturé sur
une frontière visible. Le stockage logarithmique conserve maintenant une marge
sous le niveau lumineux natif zéro. Le shader applique la coupure à l'énergie
globale en conservant les rapports RGB. La réponse devient linéaire près du noir,
sans amplification par racine quatrième des très faibles contributions.
La transition des champs interpole le résultat colorimétrique rendu, pas une
énergie ensuite amplifiée. Les sources mobiles ont une atténuation de fondu
compensée pour la même réponse. Le test contrôle les rapports rouge/bleu et
vert/bleu d'une torche des âmes de 1 à 9 blocs, jusqu'au bord de sa portée.
## Vérifications natives
Minecraft 26.3 / Java 25 sur Apple M1, mondes de test neufs de graine 122 :
- OpenGL 4.1 Metal : **2 min 40 s**, `build/colored140-opengl.log`.
- Vulkan / MoltenVK 1.4.2, profondeur 01 et transparence améliorée :
**2 min 26 s**, `build/colored140-vulkan.log`.
Les deux exécutions passent `COLORED139_PASS` et `COLORED140_PASS` :
propagation avec murs, sources hors champ, lampes allumées/éteintes, retrait,
rechargement des ressources, cache, déplacement/retour de caméra, OFF/zéro,
préférences et traductions FR/EN. Les nouveaux contrôles couvrent la teinte
bleue jusqu'à neuf blocs, la torche native inchangée, l'option chaude, le cuivre
vert et le rouge saturé, les deux mains et le cosmétique de tête, la position
en troisième personne, les quatre distances et un fondu sans dépassement.
Dans la même scène contrôlée, la somme d'écarts OFF/torche chaude à 30 % vaut
3 926 093 / 3 926 092 sur OpenGL/Vulkan, contre 2 025 577 en beta.139 à 35 %.
Cette mesure vérifie l'accentuation demandée, pas la performance. Le test fige
uniquement le scintillement de la lightmap native ; cette sonde et les tests
client ne sont pas distribués. Les captures finales sont conservées sous
`build/colored140-opengl-screenshots/` et `build/colored140-vulkan-screenshots/`.
Comparatif autonome : `build/Shader-beta.140-comparaison.html`.
Pas de validation des pilotes Windows de l'utilisateur revendiquée. Les
limites de beta.139 pour le rendu sous l'eau/lave et les panoramas restent
ouvertes. Les sources dynamiques gardent l'occultation du système existant.
Aucun monde personnel ouvert ni modifié.
## Construction et archives
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
réussit en **2 min 22 s**, 126 tâches. Le GameTest serveur dédié reste exclu
conformément au refus EULA antérieur ; les tests clients ci-dessus sont exécutés
séparément. Log : `build/shader140-build.log`.
La comparaison avec beta.139 trouve **18 entrées de production modifiées**,
limitées aux lumières dynamiques/colorées, options et aides FR/EN. Les sources
des JAR correspondent aux fichiers du dépôt. Les archives normale/Test contiennent
le même JAR Sanctuary ; la version, les dépendances exactes, les textures de
gemmes et de la clé de Steve, l'absence de classes de test et le template complet
sont vérifiés. Reçu : `build/shader140-artifact.json`.
SHA-256 du JAR : `853284c1a61c7fce12edd2f7763717321eef56977290eb0e7c5db5e30bff442f`.
- Sanctuary-beta.140.mrpack : `1b366746e4d6bebfbe0115c849524bdeb81c14eee89a2510f9dbe18808974d6a`.
- Sanctuary-Test-beta.140.mrpack : `50c3cdf759117bb5286d41b4535fde15d9d84deaac833b7f8f61c4a0d29b72e7`.
## Livraison
[Release beta.140](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.140)
publiée sur le commit source `6e1b3b71088437fe57cf2b9b979b6d62711628d3` ; canal stable
`2c360a0759d4a164f82c89ac2bef04ff69d50875` vérifié après publication.
Deux synchronisations isolées puis deux dans la même instance Sanctuary Beta
réussissent. Les **923 fichiers personnels** suivis gardent leurs hashes.
Sauvegarde préalable : `sanctuary-backups/before-beta.140/`. Aucun monde personnel
ouvert. Reçus : `build/shader140-isolated.json` et `build/shader140-prism.json`.
Archives normale/Test/template et comparaison copiées dans `sanctuary-beta/build/`.
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# LIGHT-139 — Lumières colorées
Socle beta.138 + vérification Vulkan `9d84a02`, Minecraft 26.3 / Java 25.
Branche `codex/colored-lights-beta139`, livraison beta.139.
## Contrat
Option locale « Lumières colorées » avec intensité. Les vrais blocs émetteurs
teintent discrètement leurs environs, y compris hors champ. Torches/lanternes,
lave et feu chauds ; sources des âmes bleues ; redstone active rouge ;
froglights par variante ; sources Sanctuary selon leur texture/matière.
Les blocs éteints n'émettent pas. Le bloom et les inclusions émissives des
minerais restent indépendants ; aucune lumière de gameplay n'est ajoutée.
Propagation RGB dans un volume local de blocs chargés, obstacles et formes
natives, construction répartie entre les images, cache des couleurs de
matériaux. Aucun chargement forcé de chunk, accès aux mondes personnels,
changement de sauvegarde, réseau ou règles serveur.
## Réalisation
Dans les options du shader : « Lumières colorées », désactivées initialement,
et une intensité de 0 à 100 %, réglée à 35 %. Zéro ou OFF libère les ressources.
Les préférences existantes sont conservées. Libellés et aides FR/EN.
Les familles vanilla demandées ont une palette dédiée. Les autres émetteurs,
y compris ceux de Sanctuary, utilisent la couleur des pixels lumineux de leurs
textures de modèle, calculée puis mise en cache. Ce repli suit les packs de
ressources ; les palettes dédiées vanilla restent constantes. Une texture
illisible ou sans pixels exploitables utilise du blanc. Les blocs purement
émissifs du bloom, sans émission lumineuse native, ne deviennent pas des lampes.
Le champ couvre un cube de 64 blocs de côté autour de la caméra. Une marge de
14 blocs réserve la propagation aux sources présentes dans le volume ; le rendu
s'atténue progressivement sur 4 blocs à sa périphérie. C'est donc un effet de
proximité, pas une illumination de tous les chunks visibles. Les formes et
l'opacité natives règlent le passage de la lumière. Les canaux utilisent des
maxima indépendants, sans addition illimitée des sources superposées.
Le calcul CPU est réparti avec un budget visé de 2 ms par image, plus les
allocations et chargements ponctuels de matériaux ; aucun chiffre de FPS n'est
garanti. Un monde immobile réutilise son champ. Les changements rapides et les
déplacements peuvent présenter un bref retard, le temps de publier un champ
complet. Aucun chargement forcé de chunk. Une texture 512 × 512 contient le champ.
La passe GPU teinte les surfaces visibles, atténue l'effet au soleil et dans le
brouillard, puis laisse agir le SSGI et le bloom. Les sources tenues, entités,
particules et le rendu sous l'eau/lave ne sont pas couverts par cette option.
## Vérifications
Essais client natifs réussis dans des mondes neufs (graine 122) sur Apple M1 :
- OpenGL 4.1 Metal : **1 min 46 s**, `build/colored139-opengl.log`.
- Vulkan / MoltenVK 1.4.2, profondeur 01 et transparence améliorée :
**1 min 30 s**, `build/colored139-vulkan.log`.
Les deux journaux contiennent `COLORED139_PASS` et le backend réellement actif.
Torche et torche des âmes hors champ, trois froglights, pierre lumineuse dont
la couleur vient de sa texture, intensité 35/100, cache statique, déplacement
et retour de caméra, mur fermé puis ouvert, lampe redstone allumée puis éteinte,
retrait de source, rechargement des ressources et OFF/zéro vérifiés.
Les préférences persistantes et les libellés FR/EN sont contrôlés ; une dernière
capture active conjointement PBR, SSGI, bloom, ombres, highlights et rayons.
Les sommes d'écart entre OFF et 35 % sont presque identiques entre backends :
torche 2 025 577 / 2 025 576 ; âmes 964 200 / 964 201. Il s'agit de mesures
sur les pixels de cette scène, pas d'un indice de performance.
Comparatif autonome : `build/Shader-beta.139-comparaison.html`.
Pas de validation du pilote Vulkan Windows de l'utilisateur revendiquée.
Le test fige uniquement le scintillement vanilla des torches afin de comparer
les images ; cette sonde est exclue du JAR distribué. Aucun monde personnel ouvert.
## Diagnostic des essais
La première comparaison de stabilité détectait le scintillement natif de la
lightmap des torches, même avec un champ coloré inchangé. La sonde de test
stabilise ce seul facteur ; aucune désactivation de scintillement en production.
La pièce d'essai est désormais construite après le chargement de ses chunks,
et l'absence de lumière du ciel est vérifiée avant les captures.
## Construction et archives
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
réussit en **2 min 22 s**, 126 tâches. Le serveur GameTest dédié reste exclu
conformément au refus EULA antérieur. Log : `build/shader139-build.log`.
La comparaison à beta.138 trouve **13 entrées de production** modifiées,
limitées au shader, à son menu et aux aides FR/EN. Les sondes de test sont
absentes du JAR distribué. Sources, archives normale/Test et template complets
vérifiés ; textures des gemmes et clé de Steve conservées à l'identique.
Reçu local : `build/shader139-artifact.json`.
JAR SHA-256 : `7b958f6576adbabb2b1af589b866cb52b1a65600ea2fa505b05dd283f8d595df`.
- `Sanctuary-beta.139.mrpack` : 10450317 octets ; SHA-256 `13f3a283c260876d28ce0c6504615b4a8f4d575906badfbb2b39558f312e9fbb`.
- `Sanctuary-Test-beta.139.mrpack` : 10469244 octets ; SHA-256 `c1e0b684dc2650950a0925c4625ef5eb4b78fb5f1c5680f5e302550424fa6d81`.
## Publication et instance
[Release beta.139](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.139)
publiée depuis `dc33ffa54697f61cd8f579235e7cebdbf0765f7c`, tag exact `beta.139`.
Canal packwiz : `9f10167b6acfece9c045573580e186aa72bc91dc`.
Deux synchronisations isolées puis deux synchronisations de la même instance
Prism réussissent. Un seul JAR Sanctuary beta.139 actif, empreinte identique
à l'archive vérifiée ; les **923 fichiers personnels suivis** conservent leurs
empreintes. Sauvegarde des fichiers gérés dans
`sanctuary-backups/before-beta.139/`. Aucun monde personnel ouvert.
Reçus : `build/shader139-isolated.json`, `build/shader139-prism.json`.
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# LIGHT-141 — Direction locale pour les normales PBR
Socle beta.140 `c9f5c56`, branche `codex/directional-lights-beta141`.
Minecraft 26.3 / Java 25. Livraison beta.141.
## Contrat
Estimer une direction d'arrivée depuis les six voisins du champ lumineux,
avec intensité et confiance. Conserver cette estimation dans une texture
compacte reconstruite avec le champ, uniquement quand le PBR est actif.
Les sources portées utilisent leurs positions déjà disponibles. Brancher ces
directions sur les normales et reflets PBR existants, sans nouveau bouton.
Les sources opposées doivent réduire la directionnalité, sans bascule brutale.
Les champs précédent/courant gardent leur fondu et les obstacles restent pris
en compte pour les blocs posés. Aucun changement de lumière de gameplay,
de sauvegarde ou de génération ; aucune promesse de lancer de rayons exact.
## Programme de vérification
Contrôles natifs OpenGL/Vulkan : direction, sources opposées, murs, rendu de
relief en intérieur, déplacement des sources, transitions et PBR OFF.
Régression des lumières beta.139/140 puis check/build et assemblage. GameTest
serveur dédié exclu selon le refus EULA antérieur. Aucun monde personnel ouvert.
## Réalisation
Le champ RGB conserve une texture directionnelle RGBA8 supplémentaire :
les trois composantes codent la direction pondérée, l'alpha sa réponse lumineuse.
Les voisins plus lumineux et accessibles contribuent à l'estimation ; les
arrivées opposées s'annulent dans le vecteur, sans supprimer l'éclairage natif.
Le shader interpole les moments pondérés avant normalisation, y compris entre
les champs précédent et courant. La confiance réduit le relief quand aucune
direction ne domine.
Cette texture est préparée dans le budget de reconstruction existant, avec
un maximum de six voisins par cellule éclairée et une table d'énergie réutilisée.
Aucune recherche de sources ni rayons par pixel pour les blocs posés. La
lecture GPU interpole huit cellules par champ ; les deux champs sont utilisés
pendant le fondu. Les sources mobiles réutilisent les positions, intensités et
transitions déjà collectées, dans la limite existante de 128 sources.
Une texture directionnelle occupe environ 1,5 Mo à 16 blocs de distance et
19 Mo à 64 blocs, par copie CPU/GPU ; deux champs coexistent lors des transitions.
Le champ directionnel n'est construit que si PBR est actif avec une intensité
non nulle. Sa désactivation libère les directions après la transition.
Le coût est borné par ces réglages, sans garantie de FPS.
La passe PBR applique la différence entre normale de base et normale perturbée,
puis un reflet GGX local. Elle garde sa portée de 32 blocs et les réglages PBR
existants ; Lumières colorées doit être actif. Le soleil et la lune continuent
à fonctionner lorsque les lumières colorées sont coupées. Les aides FR/EN
expliquent cette dépendance.
C'est une direction dominante approximative : deux lumières colorées opposées
ne produisent pas deux reflets indépendants. Les sources mobiles gardent la
propagation radiale et les limites d'occultation existantes. Les normales PBR
concernent les surfaces de blocs prises en charge, pas tous les modèles de mobs.
Les exclusions existantes des panoramas et de l'immersion restent inchangées.
## Premier essai ciblé
L'essai natif OpenGL ciblé réussit en **1 min 12 s** : direction gauche/droite,
annulation des sources opposées avec énergie conservée, occultation par un mur,
relief sur la pierre en intérieur et avec une torche en main, stabilité au repos,
libération des directions avec PBR OFF et maintien du chemin solaire avec
Lumières colorées OFF. La somme d'écarts PBR OFF/ON sur la pierre vaut 878 114
au réglage PBR 100 % ; c'est une comparaison de pixels, pas une mesure de FPS.
Log : `build/directional141-focused.log`.
Les essais de préparation ont révélé un conflit de nom de matrice GLSL, corrigé,
puis des erreurs de fixture (angle 180° normalisé par Minecraft, suppression
d'entités alors que la sélection était vide, commande d'heure déjà à minuit),
corrigées sans changer le rendu.
## Validation complète OpenGL
La chaîne complète réussit en **3 min 1 s** sur OpenGL / Apple M1 :
`COLORED139_PASS`, `COLORED140_PASS` et `DIRECTIONAL141_PASS`.
Elle réunit les contrôles de couleurs, objets portés, caméra, occultation,
rechargement des ressources, préférences, distances/fondus et directions PBR.
Le test ciblé est reproductible avec `-PsanctuaryDirectional141Only=true` ;
la chaîne complète utilise `-PsanctuaryDirectional141ClientTests=true` avec
les deux suites de lumières existantes.
Log : `build/directional141-opengl.log`. Captures natives conservées dans
`build/directional141-opengl-screenshots/`. Comparaison autonome sans retraitement :
`build/Shader-beta.141-comparaison.html`.
## Validation complète Vulkan
La même chaîne réussit en **2 min 56 s** sur Vulkan / Apple M1, MoltenVK 1.4.2,
profondeur 01 et transparence améliorée. Les trois marqueurs de réussite sont
présents dans `build/directional141-vulkan.log`. L'écart PBR local OFF/ON vaut
878 107, contre 878 114 sous OpenGL dans cette scène. Les captures natives sont
conservées dans `build/directional141-vulkan-screenshots/`.
Les deux moteurs vérifient la compilation, les chemins actifs et désactivés,
le cache, les murs, les sources opposées et portées, ainsi que les régressions
beta.139/140. Pas de validation des pilotes Windows de l'utilisateur revendiquée.
## Construction et archives
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
réussit en **2 min 35 s**, 126 tâches. Le GameTest serveur dédié reste exclu
selon le refus EULA antérieur. Les suites clientes ci-dessus ont été exécutées
séparément. Log : `build/shader141-build.log`.
Comparaison à beta.140 : **8 entrées de production modifiées**, limitées au
champ lumineux, à sa préparation avant le PBR, au shader PBR et aux aides FR/EN.
Les archives normale/Test contiennent le même JAR Sanctuary, sans classes
de test. Version, dépendances exactes, sources des JAR, textures de gemmes et
de la clé de Steve, et template complet sont vérifiés.
Reçu : `build/shader141-artifact.json`.
SHA-256 du JAR : `660f29c3fa77fee4de6a8db5673c61619985804494f70e961998da36f396d0f1`.
- Sanctuary-beta.141.mrpack : `08df23dac9e98fbfa2935f747345c38244bddc3a3d9371c6416f251e85a7eb19`.
- Sanctuary-Test-beta.141.mrpack : `a300ef5bfff7b6990c9f5c2760e9c3a23d7a27aeb10b8f04d29db9a7409fa0e1`.
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dépendance téléchargée n'entre dans l'historique Git. Le canal Beta est distinct
de l'ancien pack 26.2.
## beta.140 — Lumières portées et fondus
Couleurs des objets en main et sur la tête, distances 8/16/32/64 et fondus
préservant la teinte. Torches natives par défaut, option chaude, cuivre vert
et redstone rouge. [Contrat et vérifications](colored-dynamic-beta140.md).
[Release beta.140](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.140)
publiée ; canal `2c360a0759d4a164f82c89ac2bef04ff69d50875`. Deux synchronisations isolées
puis deux dans l'instance Sanctuary Beta réussies. Les 923 fichiers personnels
suivis gardent leurs hashes. Aucun monde personnel ouvert ; sauvegarde préalable
`sanctuary-backups/before-beta.140/`. Archives vérifiées dans `sanctuary-beta/build/`.
## beta.138 — Densité des rayons selon la météo
Brouillard plus dense et diffus, précipitations et atténuation de l'orage.
Réglage manuel conservé, aucune nouvelle option ni modification de sauvegarde.
[Contrat et vérifications](shader-beta138.md).
[Release beta.138](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.138)
publiée ; canal `c049423de1971079b9d61874d83adeb6f1ad49f7`. Deux synchronisations isolées,
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
sauvegarde préalable `sanctuary-backups/before-beta.138/`.
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
## beta.137 — Rayons solaires volumétriques
Rayons à travers les ouvertures et le feuillage, activés à 35 %, indépendants
du bloom et de l'affichage des ombres de surface. Carte solaire partagée.
[Contrat et vérifications](shader-beta137.md).
[Release beta.137](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.137)
publiée ; canal `68cb39a5edbf5d34def02f670e2488ee852605b8`. Deux synchronisations isolées,
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
sauvegarde préalable `sanctuary-backups/before-beta.137/`.
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
## beta.136 — Lens flare rectangulaire
Rectangles à dégradé doux pour le soleil et la lune, activés à 30 % et
réglables indépendamment du bloom. Occultation par les blocs et phases lunaires.
[Contrat et vérifications](shader-beta136.md).
[Release beta.136](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.136)
publiée ; canal `dd5b545a7cfbb957f2c70e9dc17034b44caef98f`. Deux synchronisations isolées,
puis deux dans la même instance Sanctuary Beta réussies. Les 923 fichiers
personnels suivis gardent leurs hashes. Aucun monde personnel ouvert ;
sauvegarde préalable `sanctuary-backups/before-beta.136/`.
Packs normal/Test/template vérifiés dans `sanctuary-beta/build/`.
## beta.135 — SSGI en proximité et nouveaux défauts
Normales stables près des surfaces, atténuation progressive du rebond au contact.
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# 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 0100, 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`.
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# 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 0100.
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`.
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# SHADER-138 — Épaisseur des rayons et météo
Demande : épaissir les sunshafts avec la météo, surtout le brouillard.
Socle beta.137, branche `codex/sunshaft-weather-beta138`, Minecraft 26.3 / Java 25.
Aucune modification des règles météo, des sauvegardes ou du gameplay.
## Contrat
Densité et diffusion liées au brouillard environnemental réellement rendu,
indépendamment de la limite de distance de rendu. Pluie/neige natives :
renforcement plus modéré ; orage : réduction supplémentaire du soleil.
Transitions continues, mêmes deux passes et seize segments. Le réglage
manuel conserve sa valeur, aucune nouvelle option.
## Rendu
Le brouillard utilise `FogData.environmentalEnd`, séparé de la distance de
rendu native. Sa contribution croît en douceur entre 192 et 80 blocs de
visibilité. La densité passe de ×1 à ×3,5 pour le brouillard seul ; la diffusion
angulaire s'élargit et la lumière lointaine s'éteint plus vite. Les coefficients
ne dépendent d'aucun bruit animé ni historique d'image.
Pluie et neige utilisent le niveau natif de précipitation : densité jusqu'à
×1,8, diffusion plus légère. La lumière disponible tombe progressivement à
25 % sous une pluie maximale et à 8,75 % sous un orage maximal. La carte solaire
reste disponible pour le volume même lorsque Minecraft cache entièrement
son disque solaire ; les ombres sur les surfaces conservent leur comportement.
Le brouillard et la météo continuent leurs transitions natives.
Même cible au quart de chaque dimension, deux passes, seize segments et
quatre lectures de la carte par segment. L'empreinte de l'ombre ne change pas :
la météo ne crée pas d'ouverture artificielle à travers un mur.
## Vérification
Scénario client natif réussi en **3 min 29 s**, macOS / Apple M1 / OpenGL.
Les contrôles des volumes beta.137 passent à nouveau : ouvertures, feuilles,
pièce fermée, mouvement/retour, proximité, soleil hors champ, intensité,
OFF/zéro/nuit, redimensionnement, rechargement, préférences et libellés FR/EN.
La suite utilise ensuite les vraies commandes serveur de météo : clair,
`weather fog`, pluie, orage et retour au clair, dans le même décor avec le
curseur maintenu à 35. Transition progressive du brouillard, rechargement
sous brouillard, absence d'éclairage d'une pièce fermée et restitution de
l'image claire initiale vérifiés. La contribution normalisée du volume dans
cette scène passe d'environ 0,0034 au clair à 0,0236 sous brouillard ; ce n'est
pas un multiplicateur universel de luminosité. L'orage reste sous la pluie.
Log : `build/shader138-client-final.log`, marqueurs `SUNSHAFT137_PASS` et
`SUNSHAFT138_WEATHER_PASS`. Comparatif natif autonome :
`build/Shader-beta.138-comparaison.html`.
## Diagnostic de la pluie
La première exécution native a validé le brouillard, puis s'est arrêtée en
attendant des rayons sous une pluie maximale. Minecraft 26.3 fournit alors
`rainBrightness = 1 - rainLevel`, soit zéro : beta.137 ne construisait plus la
carte solaire. Le volume reçoit désormais son atténuation météo propre et
conserve la carte nécessaire, sans réactiver les ombres de surface sous la
pluie maximale. Log de diagnostic : `build/shader138-client-first.log`.
## Limites
Coefficients artistiques bornés, sans simulation physique de gouttes ni de
nuages. Le brouillard environnemental est distinct de la simple distance
d'affichage ; la pluie et la neige partagent le niveau natif de précipitation.
Les limites des volumes beta.137 restent applicables : 64 blocs maximum,
formes de la carte d'ombres et feuillage approximé. Pas de mesure de FPS ni
de validation Windows/Vulkan revendiquée.
## Construction et archives
`./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest`
réussit en **2 min 20 s**, 126 tâches. Le serveur GameTest dédié reste exclu
conformément au refus EULA antérieur. Log : `build/shader138-build.log`.
Comparaison à beta.137 : **6 entrées de production** modifiées, uniquement
le rendu et les aides FR/EN. Gameplay et textures des gemmes strictement
conservés. JAR normal/Test identique, sources et template vérifiés.
Reçu local : `build/shader138-artifact.json`.
- `Sanctuary-beta.138.mrpack` : 10432860 octets ; SHA-256 `67093d3a53e3d90c31e8fb940d709ccf41ad730595e358346fa27ad744b44460`.
- `Sanctuary-Test-beta.138.mrpack` : 10451787 octets ; SHA-256 `1ff39158b47f44a831b6506c8c2636441b2bff02644d20b1698330097e5ff059`.
JAR : `44b6dd14f0e962fcb6f1efd61e0e7bb2c8dbb033cef81598582ec16c46a46518`.
## Livraison
[Release beta.138](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.138)
publiée depuis `daf36fdeacca707930092363589c89984af78f3b`. Canal packwiz
`c049423de1971079b9d61874d83adeb6f1ad49f7` ; téléchargements publics vérifiés par SHA-256.
Deux synchronisations isolées puis deux dans la même instance **Sanctuary Beta**
réussissent. Un seul JAR beta.138 actif ; les **923 fichiers personnels suivis**,
dont sauvegardes et préférences, gardent leurs hashes. Copie préalable dans
`sanctuary-backups/before-beta.138/`, aucun monde personnel ouvert.
Packs normal/Test/template et comparatif natif également vérifiés dans
`sanctuary-beta/build/`. Le checkout original garde ses changements préexistants.
Reçus locaux ignorés : `build/shader138-artifact.json`, `build/shader138-isolated.json`,
`build/shader138-prism.json`, `build/shader138-publication.log`.
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# SHADER-139 — Compatibilité Vulkan du shader beta.138
Socle **beta.138**, Minecraft **26.3**, Java **25**, branche
`codex/vulkan-shaders-beta139`.
Le signalement initial concernait un bloom invisible même à 100 %. Le joueur
indique ensuite que le rendu fonctionne de nouveau sur Windows et demande
la compatibilité Vulkan. Les changements expérimentaux d'intensité ont été
retirés : les shaders et les valeurs par défaut restent ceux de beta.138.
## Contrat
Utiliser les mêmes pipelines RenderPearl sur OpenGL et Vulkan. Vérifier le
backend réellement utilisé, car Minecraft peut retomber sur OpenGL lorsque
Vulkan ne démarre pas. Tester les effets dans de nouveaux mondes ignorés,
sans ouvrir de sauvegarde personnelle ni modifier le backend de l'instance Prism.
Le lancement des tests accepte désormais `-PsanctuaryClientGraphicsBackend=vulkan`
ou `opengl`. Les tests de shaders refusent tout repli silencieux et consignent
le nom du backend, du GPU et du pilote. Cette option concerne uniquement
le client de développement.
## Reproduction
```sh
JAVA_HOME=/chemin/vers/jdk-25 ./gradlew :sanctuary:runClientGameTest \
-PsanctuaryClientTests=true -PsanctuaryPixelShadows122ClientTests=true \
-PsanctuaryClientGraphicsBackend=vulkan \
-PsanctuaryClientNoVsync=true -PsanctuaryQuickTests=true
```
Sur Windows, utiliser `gradlew.bat` avec les mêmes propriétés et Java 25.
Ajouter `-PsanctuaryClientImprovedTransparency=true` pour tester la transparence
améliorée ; le choix initial est restauré après le test.
Pour les rayons et la météo, remplacer `sanctuaryPixelShadows122ClientTests`
par `sanctuarySunshaft137ClientTests`. Pour isoler le bloom et le lens flare,
utiliser `sanctuaryBloom130ClientTests`.
## Diagnostic initial
Le client Vulkan démarre ici sur **Apple M1 / MoltenVK 1.4.2**, API 1.2.350.
Le test du bloom réussit en **2 min 19 s** : les masques des vingt minerais,
les contrôles OFF/zéro, intensité/diffusion, l'occlusion, le rechargement,
les torches, glowstone, lampes, lave, soleil et le lens flare sont vérifiés.
Les mesures de référence du bloom sont identiques à celles d'OpenGL :
14649 pixels de minerai, gain du halo faible 218131, fort 1970502,
gain solaire 7708. Log : `build/shader139-vulkan-first.log`.
Cela confirme cette combinaison précise ; ce n'est pas une validation des
pilotes NVIDIA/AMD/Intel sous Windows. En cas de retour du problème, le
`logs/latest.log` de la session Windows concernée est nécessaire pour relever
le backend effectif, le GPU, le pilote et les éventuelles erreurs de pipeline.
## Suite Vulkan
`sanctuaryPixelShadows122ClientTests` réussit en **8 min 50 s**. Les contrôles
couvrent ombres diurnes/nocturnes, feuillage, stabilité en temps réel,
highlights CTM, bloom et lens flare, SSGI en déplacement et près des surfaces,
PBR directionnel, rechargement, redimensionnement et interfaces FR/EN.
Log : `build/shader139-vulkan-suite2.log`.
Le bloom et le lens flare réussissent aussi avec
`sanctuaryClientImprovedTransparency=true`, en **1 min 45 s**. Le backend
est bien Vulkan, sa profondeur est en `[0, 1]` et l'option de transparence
est active. Les mesures du bloom restent identiques.
Log : `build/shader139-vulkan-transparency.log`.
La suite météo/rayons beta.138 n'a pas été rejouée sous Vulkan dans ce ticket ;
les résultats ci-dessus portent sur les effets explicitement listés.
Le joueur confirme que le retour à OpenGL rétablit l'effet sur Windows.
Ce défaut particulier reste à reproduire à partir d'un journal récent.
Un premier lancement utilisait un nom de propriété incomplet et a exécuté
la suite générale, échouant dans Blocodex avant les tests de shaders.
Ce lancement n'est pas compté comme une validation Vulkan des shaders.
La commande corrigée utilise `sanctuaryPixelShadows122ClientTests`.
## Construction
`./gradlew check build -x :sanctuary:runGameTest` réussit ; le serveur
GameTest dédié reste exclu conformément au refus EULA antérieur.
Log : `build/shader139-check-build.log`. Le JAR reconstruit est **strictement
identique, octet pour octet**, au JAR Sanctuary de la release beta.138.
La distribution ne change pas et ne nécessite donc pas de nouvel assemblage.
## Distribution
Ce ticket ajoute des options de lancement de tests et leur documentation.
Les shaders de production et les réglages de beta.138 ne sont pas changés.
Aucune nouvelle livraison binaire, aucun tag beta.139 ni mise à jour de
l'instance personnelle n'est effectué pour une vérification seule.
## Référence du moteur
Minecraft 26.3 compile les shaders OpenGL et Vulkan via ShaderC et expose
`RENDERPEARL_DEPTH_IS_ZERO_TO_ONE` pour la convention de profondeur.
[Notes officielles Minecraft 26.3](https://feedback.minecraft.net/hc/en-us/articles/48913133328013-Minecraft-Java-Edition-26-3).
Les effets Sanctuary transmettent déjà la convention du périphérique aux
reconstructions de position ; aucun remplacement spéculatif n'est appliqué.
+2 -2
View File
@@ -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.135
pack_version=beta.135
mod_version=beta.141
pack_version=beta.141
resource_pack_version=beta.121
maven_group=fr.koka.sanctuary
jei_version=30.32.0-sanctuary.3
+19
View File
@@ -25,6 +25,18 @@ if (clientRenderTests) {
java.srcDir('src/clientGametest/java')
}
tasks.named('runClientGameTest') {
def graphicsBackend = providers.gradleProperty('sanctuaryClientGraphicsBackend')
if (graphicsBackend.isPresent()) {
args('--graphicsBackend', graphicsBackend.get())
systemProperty('sanctuary.test.graphicsBackend', graphicsBackend.get())
}
def improvedTransparency = providers.gradleProperty('sanctuaryClientImprovedTransparency')
if (improvedTransparency.isPresent()) {
systemProperty('sanctuary.test.improvedTransparency', improvedTransparency.get())
}
systemProperty('sanctuary.test.directional141Only', providers.gradleProperty('sanctuaryDirectional141Only').getOrElse('false'))
systemProperty('sanctuary.test.directional141', providers.gradleProperty('sanctuaryDirectional141ClientTests').getOrElse('false'))
systemProperty('sanctuary.test.colored140', providers.gradleProperty('sanctuaryColored140ClientTests').getOrElse('false'))
systemProperty('sanctuary.test.noVsync', providers.gradleProperty('sanctuaryClientNoVsync').getOrElse('false'))
systemProperty('sanctuary.test.quick', providers.gradleProperty('sanctuaryQuickTests').getOrElse('false'))
systemProperty('sanctuary.test.introVisualOnly', providers.gradleProperty('sanctuaryIntroVisualOnly').getOrElse('false'))
@@ -93,6 +105,10 @@ tasks.named('runGameTest') {
}
tasks.named('processGametestResources') {
def colored139Client = providers.gradleProperty('sanctuaryColored139ClientTests').map { it.toBoolean() }.getOrElse(false)
inputs.property('sanctuaryColored139ClientTests', colored139Client)
if (colored139Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.ColoredLights139ClientChecks') }
def pbr134Client = providers.gradleProperty('sanctuaryPbr134ClientTests').map { it.toBoolean() }.getOrElse(false)
inputs.property('sanctuaryPbr134ClientTests', pbr134Client)
if (pbr134Client) filter { line -> line.replace('fr.koka.sanctuary.gametest.SanctuaryClientRenderTests', 'fr.koka.sanctuary.client.shader.Pbr134ClientChecks') }
@@ -103,6 +119,9 @@ tasks.named('processGametestResources') {
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') }
@@ -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();VanillaLight.setPbr(false);VanillaLight.setSsgi(false);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());
@@ -97,6 +97,7 @@ 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{
@@ -0,0 +1,86 @@
package fr.koka.sanctuary.client.shader;
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
import java.nio.file.Files;
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.core.BlockPos;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.Block;
import net.minecraft.network.chat.Component;
/** Fresh native world: offscreen sources, true voxel occlusion and real GPU tint. */
public final class ColoredLights139ClientChecks implements FabricClientGameTest {
private static final BlockPos SOURCE=new BlockPos(98,101,102),PROBE=new BlockPos(99,101,106);
public void runTest(ClientGameTestContext c){
System.setProperty("sanctuary.test.freezeBlockFlicker","true");
try{new PixelShadows122ClientChecks(false,false,false,false,false,true).runTest(c);}
finally{System.clearProperty("sanctuary.test.freezeBlockFlicker");}
}
static void run(ClientGameTestContext c,TestServerContext server){
c.runOnClient(m->{preferences();VanillaLight.setWarmTorches(true);m.options.particles().set(net.minecraft.server.level.ParticleStatus.MINIMAL);VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setColoredLights(false);VanillaLight.setColoredLightIntensity(35);});
camera(c,server,100.5,101,104.5,70);c.waitTicks(30);
server.runOnServer(s->{command(s,"time set 18000");
for(int x=88;x<=112;x++)for(int z=92;z<=116;z++)for(int y=100;y<=109;y++)
s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),(y==100||y==109||x==88||x==112||z==92||z==116)?Blocks.CONCRETE.white().defaultBlockState():Blocks.AIR.defaultBlockState());
});
look(c,server,0,35);c.waitTicks(30);
c.waitFor(m->m.level.getBrightness(net.minecraft.world.level.LightLayer.SKY,PROBE)==0,1200);
long warm=0;
for(var block:new Block[]{Blocks.TORCH,Blocks.SOUL_TORCH,Blocks.PEARLESCENT_FROGLIGHT,Blocks.VERDANT_FROGLIGHT,Blocks.OCHRE_FROGLIGHT,Blocks.GLOWSTONE}){
source(c,server,block);enable(c,false);var off=capture(c,"colored-"+name(block)+"-off");enable(c,true);var on=capture(c,"colored-"+name(block)+"-35");
int color=c.computeOnClient(m->ColoredLights.sample(PROBE));long delta=difference(off,on);
check(delta>250,"Offscreen source visibly tints native surfaces: "+name(block)+" "+delta);
int r=color>>16&255,g=color>>8&255,b=color&255;
if(block==Blocks.TORCH){check(r>g&&g>b,"Torch is warm");warm=delta;}
if(block==Blocks.SOUL_TORCH)check(b>g&&g>r,"Soul source is blue");
if(block==Blocks.SOUL_TORCH)for(int step=1;step<=9;step++){
final int distance=step;int sample=c.computeOnClient(m->ColoredLights.sample(SOURCE.offset(distance,0,0)));
int sr=sample>>16&255,sg=sample>>8&255,sb=sample&255;
double rr=sr==0?0:Math.pow(.8,(sb-sr)/8.0),gg=sg==0?0:Math.pow(.8,(sb-sg)/8.0);
check(Math.abs(rr-85/255.)<.02&&Math.abs(gg-189/255.)<.02,"Blue hue remains consistent at native distance "+step+" "+rr+" / "+gg);
}
if(block==Blocks.VERDANT_FROGLIGHT)check(g>r&&g>b,"Verdant froglight is green");
if(block==Blocks.PEARLESCENT_FROGLIGHT)check(r>g&&b>g,"Pearlescent froglight is pink");
if(block==Blocks.OCHRE_FROGLIGHT)check(r>g&&g>b,"Ochre froglight is warm");
if(block==Blocks.GLOWSTONE)check(r>b,"Other emitters derive their colour from the native texture");
System.out.println("COLORED139_SOURCE "+name(block)+" sample="+Integer.toHexString(color)+" delta="+delta);
}
source(c,server,Blocks.TORCH);enable(c,false);var base=capture(c,null);enable(c,true);var low=capture(c,null);
c.runOnClient(m->VanillaLight.setColoredLightIntensity(100));settle(c);var strong=capture(c,"colored-torch-100");check(difference(base,strong)>difference(base,low)*1.5,"Intensity increases colour, without changing native light");
int builds=c.computeOnClient(m->ColoredLights.builds());c.waitTicks(25);check(c.computeOnClient(m->ColoredLights.builds())==builds,"Stationary volume is cached");unchanged(strong,capture(c,null),"Static light is stable");
camera(c,server,104.5,101,104.5,70);look(c,server,0,35);settle(c);capture(c,"colored-moved");
camera(c,server,100.5,101,104.5,70);look(c,server,0,35);settle(c);unchanged(strong,capture(c,"colored-returned"),"Moving and returning preserves world-anchored light");
// A complete divider closes the room; light may not take a path around its edges.
server.runOnServer(s->{for(int y=101;y<109;y++)for(int z=93;z<116;z++)s.overworld().setBlockAndUpdate(new BlockPos(99,y,z),Blocks.STONE.defaultBlockState());});c.waitTicks(35);settle(c);
check((c.computeOnClient(m->ColoredLights.sample(new BlockPos(100,101,106)))&0xffffff)==0,"Opaque wall blocks colour propagation");
enable(c,false);var sealedOff=capture(c,null);enable(c,true);unchanged(sealedOff,capture(c,"colored-sealed"),"No coloured light crosses a sealed wall");
server.runOnServer(s->{for(int y=101;y<109;y++)for(int z=93;z<116;z++)s.overworld().setBlockAndUpdate(new BlockPos(99,y,z),Blocks.AIR.defaultBlockState());});c.waitTicks(35);settle(c);
check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)!=0,"Opening the wall restores light");
server.runOnServer(s->{s.overworld().setBlockAndUpdate(SOURCE,Blocks.REDSTONE_LAMP.defaultBlockState());s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.REDSTONE_BLOCK.defaultBlockState());});c.waitTicks(35);settle(c);
int red=c.computeOnClient(m->ColoredLights.sample(PROBE));check((red>>16&255)>(red>>8&255)&& (red>>16&255)>(red&255),"Powered redstone source is red");capture(c,"colored-redstone-on");
server.runOnServer(s->s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.CONCRETE.white().defaultBlockState()));c.waitTicks(35);settle(c);
check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)==0,"Unpowered lamp removes cached coloured light");
source(c,server,Blocks.SOUL_TORCH);var beforeReload=capture(c,null);
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(beforeReload,capture(c,"colored-reloaded"),"Resource reload rebuilds materials and light field");
source(c,server,Blocks.AIR);check((c.computeOnClient(m->ColoredLights.sample(PROBE))&0xffffff)==0,"Removing the source clears its light");
source(c,server,Blocks.SOUL_TORCH);enable(c,false);var off=capture(c,null);c.runOnClient(m->{VanillaLight.setColoredLights(true);VanillaLight.setColoredLightIntensity(0);});c.waitTicks(10);
c.runOnClient(m->check(!ColoredLights.allocated(),"Zero releases volume and GPU resources"));unchanged(off,capture(c,null),"Zero is identical to OFF");
c.runOnClient(m->{for(String locale:new String[]{"fr_fr","en_us"}){m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String key:new String[]{"colored_lights","colored_lights_help","colored_light_intensity","colored_light_intensity_help"}){String full="sanctuary.shaders."+key;check(!Component.translatable(full).getString().equals(full),"Translated "+locale+" "+full);}}});
c.runOnClient(m->{VanillaLight.setColoredLightIntensity(35);VanillaLight.setPbr(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setBloomIntensity(20);VanillaLight.setEdgeHighlights(true);VanillaLight.setPixelShadows(true);VanillaLight.setSunshafts(true);VanillaLight.setLensFlare(true);VanillaLight.setOreEmission(true);});
settle(c);c.waitFor(m->ProceduralPbr.applied()&&Bloom.applied(),1200);c.waitTicks(30);capture(c,"colored-with-shader-effects");
System.out.println("COLORED139_PASS warm="+warm+" offscreen sources, hues, native textured materials, intensity, cache, camera, walls, lamp updates, removal, reload, zero/OFF and FR/EN");
}
private static String name(Block b){return net.minecraft.core.registries.BuiltInRegistries.BLOCK.getKey(b).getPath();}
private static void source(ClientGameTestContext c,TestServerContext s,Block b){s.runOnServer(server->server.overworld().setBlockAndUpdate(SOURCE,b.defaultBlockState()));c.waitTicks(35);if(c.computeOnClient(m->VanillaLight.coloredLights()))settle(c);}
private static void enable(ClientGameTestContext c,boolean value){c.runOnClient(m->VanillaLight.setColoredLights(value));if(value)settle(c);else c.waitTicks(8);}
private static void settle(ClientGameTestContext c){int before=c.computeOnClient(m->ColoredLights.renderedFrames());c.waitFor(m->ColoredLights.applied()&&ColoredLights.settled()&&ColoredLights.renderedFrames()>before+8,1600);c.waitTicks(8);}
private static long difference(Frame a,Frame b){long sum=0;for(int i=0;i<a.pixels().length;i++)sum+=channelDifference(a.pixels()[i],b.pixels()[i]);return sum;}
private static void preferences(){try{
var path=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.deleteIfExists(path);forgetPreferences();check(VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==30,"New defaults are enabled at 30 percent");
Files.writeString(path,"{\"bloomIntensity\":20,\"ssgi\":false}");forgetPreferences();check(VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==30&&!VanillaLight.ssgi()&&VanillaLight.bloomIntensity()==20,"Old preferences keep their choices");
for(int n:new int[]{-1,0,35,100,400}){VanillaLight.setColoredLights(true);VanillaLight.setColoredLightIntensity(n);forgetPreferences();check(VanillaLight.coloredLights()&&VanillaLight.coloredLightIntensity()==Math.clamp(n,0,100),"Bounded persistent controls");}
}catch(java.io.IOException e){throw new AssertionError(e);}}
}
@@ -0,0 +1,59 @@
package fr.koka.sanctuary.client.shader;
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
import fr.koka.sanctuary.client.DynamicLightClient;
import fr.koka.sanctuary.inventory.*;
import fr.koka.sanctuary.cosmetics.AccessoryService;
import net.fabricmc.fabric.api.client.gametest.v1.context.*;
import net.minecraft.core.BlockPos;
import net.minecraft.core.registries.BuiltInRegistries;
import net.minecraft.resources.Identifier;
import net.minecraft.world.entity.EquipmentSlot;
import net.minecraft.world.item.*;
import net.minecraft.world.level.block.*;
import net.minecraft.network.chat.Component;
final class ColoredLights140ClientChecks {
private static final BlockPos SOURCE=new BlockPos(98,101,102),PROBE=new BlockPos(99,101,106);
static void run(ClientGameTestContext c,TestServerContext server){
c.runOnClient(m->{VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setColoredLightIntensity(30);VanillaLight.setWarmTorches(false);VanillaLight.setColoredLightDistance(16);});
source(c,server,Blocks.TORCH);enable(c,false);var nativeTorch=capture(c,"torch-native-off");enable(c,true);unchanged(nativeTorch,capture(c,"torch-native-on"),"Normal torch preserves vanilla colour");
c.runOnClient(m->VanillaLight.setWarmTorches(true));settle(c);var warm=capture(c,"torch-warm-30");long accent=difference(nativeTorch,warm);check(accent>2_025_577,"30 percent exceeds beta139 warm tint at 35 percent: "+accent);
c.runOnClient(m->VanillaLight.setWarmTorches(false));settle(c);unchanged(nativeTorch,capture(c,null),"Warm torch option can restore native tint");
for(String name:new String[]{"copper_torch","copper_lantern"}){
var copper=BuiltInRegistries.BLOCK.getValue(Identifier.parse("minecraft:"+name));check(copper!=Blocks.AIR&&copper.defaultBlockState().getLightEmission()>0,"Native copper source exists "+name);
source(c,server,copper);int value=c.computeOnClient(m->ColoredLights.sample(PROBE));check((value>>8&255)>(value>>16&255)&&(value>>8&255)>(value&255),"Copper emits green");capture(c,name+"-green");
}
server.runOnServer(s->{s.overworld().setBlockAndUpdate(SOURCE,Blocks.REDSTONE_LAMP.defaultBlockState());s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.REDSTONE_BLOCK.defaultBlockState());});c.waitTicks(40);settle(c);
int red=c.computeOnClient(m->ColoredLights.sample(PROBE));check(Math.pow(.8,((red>>16&255)-(red>>8&255))/8.)<.04,"Redstone uses saturated red");capture(c,"redstone-red-30");
source(c,server,Blocks.AIR);server.runOnServer(s->s.overworld().setBlockAndUpdate(SOURCE.below(),Blocks.CONCRETE.white().defaultBlockState()));
// Actual carried sources, synchronized through native equipment and accessory packets.
server.runOnServer(s->{command(s,"gamemode creative @a");var p=s.getPlayerList().getPlayers().getFirst();p.setItemSlot(EquipmentSlot.MAINHAND,new ItemStack(Items.SOUL_TORCH));});
c.waitFor(m->DynamicLightClient.snapshot(m.level).size()==1,200);c.waitTicks(45);enable(c,false);var carriedOff=capture(c,"held-soul-off");enable(c,true);c.waitTicks(25);var carriedOn=capture(c,"held-soul-blue");check(difference(carriedOff,carriedOn)>1000&&c.computeOnClient(m->ColoredLights.dynamicCount())==1,"Held soul torch is visibly blue");
c.runOnClient(m->{var l=DynamicLightClient.snapshot(m.level).sources().iterator().next();check((l.color()&255)>(l.color()>>16&255),"Dynamic source has actual blue colour");});
c.runOnClient(m->m.options.setCameraType(net.minecraft.client.CameraType.THIRD_PERSON_BACK));c.waitTicks(25);
c.runOnClient(m->{var pos=ColoredLights.dynamicPosition(m.player.getId());check(pos!=null&&pos.distanceToSqr(m.player.getEyePosition())<1,"Third-person light follows player, not camera");});capture(c,"held-third-person");
c.runOnClient(m->m.options.setCameraType(net.minecraft.client.CameraType.FIRST_PERSON));c.waitTicks(20);settle(c);
int builds=c.computeOnClient(m->ColoredLights.builds());
server.runOnServer(s->{var p=s.getPlayerList().getPlayers().getFirst();p.setItemSlot(EquipmentSlot.MAINHAND,ItemStack.EMPTY);p.setItemSlot(EquipmentSlot.OFFHAND,new ItemStack(Items.SOUL_TORCH));});c.waitTicks(35);settle(c);check(c.computeOnClient(m->ColoredLights.builds())==builds,"Moving a light between hands does not rebuild static volume");capture(c,"offhand-soul-blue");
var copperItem=BuiltInRegistries.ITEM.getValue(Identifier.parse("minecraft:copper_torch"));
server.runOnServer(s->{var p=s.getPlayerList().getPlayers().getFirst();p.setItemSlot(EquipmentSlot.OFFHAND,ItemStack.EMPTY);AccessoryAccess.of(p).setItem(AccessoryContainer.HEAD,new ItemStack(copperItem));AccessoryService.publish(p);});c.waitTicks(45);settle(c);
c.runOnClient(m->{var l=DynamicLightClient.snapshot(m.level).sources().iterator().next();check((l.color()>>8&255)>(l.color()>>16&255)&&(l.color()>>8&255)>(l.color()&255),"Head cosmetic carries copper green");});capture(c,"head-copper-green");check(c.computeOnClient(m->ColoredLights.builds())==builds,"Dynamic colour updates preserve static cache");
server.runOnServer(s->{var p=s.getPlayerList().getPlayers().getFirst();AccessoryAccess.of(p).setItem(AccessoryContainer.HEAD,ItemStack.EMPTY);AccessoryService.publish(p);});c.waitFor(m->DynamicLightClient.snapshot(m.level).size()==0&&ColoredLights.dynamicCount()==0,200);c.waitTicks(25);
server.runOnServer(s->command(s,"gamemode spectator @a"));
camera(c,server,100.5,108,104.5,70);look(c,server,0,18);c.waitTicks(25);
server.runOnServer(s->{for(int x=88;x<=112;x++)for(int z=117;z<=155;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,100,z),Blocks.CONCRETE.white().defaultBlockState());
for(int x=88;x<=112;x++)for(int y=101;y<=109;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,116),Blocks.AIR.defaultBlockState());
s.overworld().setBlockAndUpdate(new BlockPos(100,101,140),Blocks.VERDANT_FROGLIGHT.defaultBlockState());});c.waitTicks(50);
c.runOnClient(m->VanillaLight.setColoredLightDistance(8));settle(c);var shortRange=capture(c,"distance-8");int small=c.computeOnClient(m->ColoredLights.volumeSide());check(c.computeOnClient(m->ColoredLights.sample(new BlockPos(100,101,141)))==0,"Far field omitted at short distance");
int before=c.computeOnClient(m->ColoredLights.builds());c.runOnClient(m->VanillaLight.setColoredLightDistance(64));c.waitFor(m->ColoredLights.builds()>before&&ColoredLights.blend()>0&&ColoredLights.blend()<1,1600);var transition=capture(c,"distance-fade");settle(c);var longRange=capture(c,"distance-64");
check(c.computeOnClient(m->ColoredLights.volumeSide())>small,"Distance changes actual field allocation");check((c.computeOnClient(m->ColoredLights.sample(new BlockPos(100,101,141)))&0xffffff)!=0,"Far light retained at long distance");check(difference(shortRange,longRange)>1000,"Far light is visibly rendered");check(difference(transition,longRange)>100&&difference(shortRange,transition)<difference(shortRange,longRange),"Transition is an intermediate rendered frame without overshoot");
for(int distance:new int[]{8,16,32,64}){c.runOnClient(m->{VanillaLight.setColoredLightDistance(distance);forgetPreferences();check(VanillaLight.coloredLightDistance()==distance,"Persisted distance "+distance);});settle(c);}
c.runOnClient(m->{for(String locale:new String[]{"fr_fr","en_us"}){m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String key:new String[]{"warm_torches","warm_torches_help","colored_light_distance","colored_light_distance_help","colored_light_distance_value"}){String full="sanctuary.shaders."+key;check(!Component.translatable(full,16).getString().equals(full),"Translated "+locale+" "+key);}}});
System.out.println("COLORED140_PASS accent="+accent+" native/warm torches, copper green, saturated red, main/offhand/head, dynamic cache, 8/16/32/64 distance, fade and FR/EN");
}
private static void source(ClientGameTestContext c,TestServerContext s,Block b){s.runOnServer(server->server.overworld().setBlockAndUpdate(SOURCE,b.defaultBlockState()));c.waitTicks(35);settle(c);}
private static void enable(ClientGameTestContext c,boolean value){c.runOnClient(m->VanillaLight.setColoredLights(value));if(value)settle(c);else c.waitTicks(10);}
private static void settle(ClientGameTestContext c){c.waitFor(m->ColoredLights.applied()&&ColoredLights.settled(),2000);c.waitTicks(12);}
private static long difference(Frame a,Frame b){long total=0;for(int i=0;i<a.pixels().length;i++)total+=channelDifference(a.pixels()[i],b.pixels()[i]);return total;}
}
@@ -0,0 +1,48 @@
package fr.koka.sanctuary.client.shader;
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
import net.fabricmc.fabric.api.client.gametest.v1.context.*;
import net.minecraft.core.BlockPos;
import net.minecraft.world.level.block.Blocks;
/** Real enclosed stone surfaces: local normal response without sunlight. */
final class DirectionalLights141ClientChecks {
private static final BlockPos LEFT=new BlockPos(96,101,102),RIGHT=new BlockPos(104,101,102),PROBE=new BlockPos(100,101,102);
static void run(ClientGameTestContext c,TestServerContext server){
c.runOnClient(m->{VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);m.options.particles().set(net.minecraft.server.level.ParticleStatus.MINIMAL);VanillaLight.setColoredLights(true);VanillaLight.setColoredLightIntensity(30);VanillaLight.setColoredLightDistance(16);VanillaLight.setWarmTorches(false);VanillaLight.setPbr(false);VanillaLight.setPbrIntensity(100);});
camera(c,server,100.5,101,98.5,70);look(c,server,0,35);c.waitTicks(30);
server.runOnServer(s->{if(s.clockManager().getInstance(s.overworld().dimensionType().defaultClock().orElseThrow()).totalTicks()!=18000)command(s,"time set 18000");
for(int x=88;x<=112;x++)for(int z=92;z<=116;z++)for(int y=100;y<=109;y++)
s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),(y==100)?Blocks.STONE.defaultBlockState():(y==109||x==88||x==112||z==92||z==116)?Blocks.CONCRETE.white().defaultBlockState():Blocks.AIR.defaultBlockState());
s.overworld().setBlockAndUpdate(LEFT,Blocks.TORCH.defaultBlockState());
});c.waitTicks(40);settle(c);var flat=capture(c,"direction-left-pbr-off");
c.runOnClient(m->VanillaLight.setPbr(true));c.waitFor(m->ColoredLights.directionSample(PROBE)!=0&&ProceduralPbr.ready(),2000);settle(c);
int left=c.computeOnClient(m->ColoredLights.directionSample(PROBE));check(dx(left)<-.9&&Math.abs(dy(left))<.02&&Math.abs(dz(left))<.02,"Cached arrival points toward the left source");
var relief=capture(c,"direction-left-pbr-on");long delta=difference(flat,relief);check(delta>1000,"Local light visibly affects stone normals without skylight: "+delta);
int builds=c.computeOnClient(m->ColoredLights.builds());c.waitTicks(25);check(c.computeOnClient(m->ColoredLights.builds())==builds,"Static directions reuse the cache");unchanged(relief,capture(c,null),"Static local PBR is stable");
server.runOnServer(s->{s.overworld().setBlockAndUpdate(LEFT,Blocks.AIR.defaultBlockState());s.overworld().setBlockAndUpdate(RIGHT,Blocks.TORCH.defaultBlockState());});c.waitTicks(40);settle(c);
int right=c.computeOnClient(m->ColoredLights.directionSample(PROBE));check(dx(right)>.9,"Moving the source reverses arrival direction");capture(c,"direction-right-pbr-on");
server.runOnServer(s->s.overworld().setBlockAndUpdate(LEFT,Blocks.TORCH.defaultBlockState()));c.waitTicks(40);settle(c);
int opposed=c.computeOnClient(m->ColoredLights.directionSample(PROBE));check(Math.abs(dx(opposed))<.02&&Math.abs(dy(opposed))<.02&&Math.abs(dz(opposed))<.02&&(opposed>>>24)>0,"Equal opposing lights cancel direction, retain illumination");capture(c,"direction-opposed");
// A sealed barrier must prevent both intensity and direction reaching the probe.
server.runOnServer(s->{s.overworld().setBlockAndUpdate(RIGHT,Blocks.AIR.defaultBlockState());for(int y=101;y<109;y++)for(int z=93;z<116;z++)s.overworld().setBlockAndUpdate(new BlockPos(99,y,z),Blocks.STONE.defaultBlockState());});c.waitTicks(40);settle(c);
check(c.computeOnClient(m->ColoredLights.directionSample(PROBE))==0,"Closed wall blocks local direction and energy");capture(c,"direction-blocked");
server.runOnServer(s->{s.overworld().setBlockAndUpdate(LEFT,Blocks.AIR.defaultBlockState());
for(int y=101;y<109;y++)for(int z=93;z<116;z++)s.overworld().setBlockAndUpdate(new BlockPos(99,y,z),Blocks.AIR.defaultBlockState());
command(s,"gamemode creative @a");s.getPlayerList().getPlayers().getFirst().setItemSlot(net.minecraft.world.entity.EquipmentSlot.MAINHAND,new net.minecraft.world.item.ItemStack(net.minecraft.world.item.Items.TORCH));});
c.waitTicks(45);settle(c);capture(c,"direction-held-pbr-on");
c.runOnClient(m->VanillaLight.setPbr(false));c.waitTicks(35);settle(c);var heldFlat=capture(c,"direction-held-pbr-off");
c.runOnClient(m->VanillaLight.setPbr(true));c.waitTicks(35);settle(c);var heldRelief=capture(c,"direction-held-pbr-on-final");
long heldDelta=difference(heldFlat,heldRelief);check(heldDelta>1000&&c.computeOnClient(m->ColoredLights.dynamicCount())==1,"Carried light drives local PBR: "+heldDelta);
server.runOnServer(s->s.getPlayerList().getPlayers().getFirst().setItemSlot(net.minecraft.world.entity.EquipmentSlot.MAINHAND,net.minecraft.world.item.ItemStack.EMPTY));c.waitTicks(35);
c.runOnClient(m->VanillaLight.setPbr(false));c.waitTicks(35);settle(c);check(c.computeOnClient(m->ColoredLights.directionSample(LEFT))==0,"PBR OFF releases directional field");
c.runOnClient(m->{VanillaLight.setColoredLights(false);VanillaLight.setPbr(true);});c.waitTicks(25);capture(c,"direction-colored-off");
check(!c.computeOnClient(m->ColoredLights.allocated()),"Color OFF releases local field while PBR keeps its solar path");
System.out.println("DIRECTIONAL141_PASS localPbrDelta="+delta+" native normals, left/right, opposing sources, wall, held light, stable cache, OFF");
}
private static double dx(int c){return ((c>>16&255)-128)/127.;}
private static double dy(int c){return ((c>>8&255)-128)/127.;}
private static double dz(int c){return ((c&255)-128)/127.;}
private static void settle(ClientGameTestContext c){c.waitFor(m->ColoredLights.applied()&&ColoredLights.settled(),2400);c.waitTicks(14);}
private static long difference(Frame a,Frame b){long n=0;for(int i=0;i<a.pixels().length;i++)n+=channelDifference(a.pixels()[i],b.pixels()[i]);return n;}
}
@@ -160,6 +160,7 @@ 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); }
}
@@ -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);}}
}
@@ -13,7 +13,7 @@ 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());
@@ -36,12 +36,14 @@ import net.minecraft.world.phys.Vec3;
/** Real terrain/depth-map checks on a new flat seed 122 world; GPU readback is test-only. */
public final class PixelShadows122ClientChecks implements FabricClientGameTest {
private final boolean bloomOnly,ssgiOnly,pbrOnly,closeupOnly;
private final boolean bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly,coloredOnly;
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,ssgiOnly,pbrOnly,false);}
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly){this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;this.pbrOnly=pbrOnly;this.closeupOnly=closeupOnly;}
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly){this(bloomOnly,ssgiOnly,pbrOnly,closeupOnly,false);}
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly,boolean sunshaftOnly){this(bloomOnly,ssgiOnly,pbrOnly,closeupOnly,sunshaftOnly,false);}
PixelShadows122ClientChecks(boolean bloomOnly,boolean ssgiOnly,boolean pbrOnly,boolean closeupOnly,boolean sunshaftOnly,boolean coloredOnly){this.coloredOnly=coloredOnly;this.sunshaftOnly=sunshaftOnly;this.bloomOnly=bloomOnly;this.ssgiOnly=ssgiOnly;this.pbrOnly=pbrOnly;this.closeupOnly=closeupOnly;}
private static final int FLOOR = 64;
private static final AABB PILLAR = new AABB(0, FLOOR + 1, 0, 2, FLOOR + 9, 2);
private static final BlockPos SLAB = new BlockPos(5, FLOOR + 3, -5);
@@ -50,6 +52,14 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
@Override
public void runTest(ClientGameTestContext c) {
c.runOnClient(m -> {
var info = com.mojang.blaze3d.systems.RenderSystem.getDevice().getDeviceInfo();
String expected = System.getProperty("sanctuary.test.graphicsBackend", "");
check(expected.isEmpty() || info.backendName().equalsIgnoreCase(expected),
"Requested graphics backend must not silently fall back: " + expected + " / " + info.backendName());
System.out.println("SHADER139_BACKEND " + info.backendName() + " / " + info.name()
+ " / " + info.driverInfo() + " / zeroToOne=" + info.isZZeroToOne());
});
var path = FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");
final byte[] originalPreferences;
try {
@@ -81,6 +91,9 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
m.options.bobView().set(false);
m.options.pauseOnLostFocus = false;
m.options.setCameraType(CameraType.FIRST_PERSON);
String transparency = System.getProperty("sanctuary.test.improvedTransparency");
if (transparency != null) m.options.improvedTransparency().set(Boolean.parseBoolean(transparency));
System.out.println("SHADER139_TRANSPARENCY " + m.options.improvedTransparency().get());
checkPreferences();
});
try (var world = c.worldBuilder().adjustSettings(s -> {
@@ -136,6 +149,8 @@ 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(coloredOnly){if(Boolean.getBoolean("sanctuary.test.directional141Only")){DirectionalLights141ClientChecks.run(c,server);return;}ColoredLights139ClientChecks.run(c,server);if(Boolean.getBoolean("sanctuary.test.colored140"))ColoredLights140ClientChecks.run(c,server);if(Boolean.getBoolean("sanctuary.test.directional141"))DirectionalLights141ClientChecks.run(c,server);return;}
if(sunshaftOnly){Sunshafts137ClientChecks.run(c,server);return;}
if(closeupOnly){SsgiCloseup135ClientChecks.run(c,server);Pbr134ClientChecks.run(c,server);return;}
if(pbrOnly){Pbr134ClientChecks.run(c,server);return;}
if(ssgiOnly){Ssgi132ClientChecks.run(c,server);return;}
@@ -266,7 +281,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
});
});
c.waitTicks(3);
c.takeScreenshot("sanctuary-beta135-shader-options-" + locale);
c.takeScreenshot("sanctuary-beta141-shader-options-" + locale);
}
c.runOnClient(m -> m.gui.setScreen(null));
}
@@ -446,6 +461,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
private static void checkPreferences() {
checkDefaults135();
VanillaLight.setSunshafts(false);VanillaLight.setLensFlare(false);
VanillaLight.setPbr(false);
VanillaLight.setSsgi(false);
VanillaLight.setBloom(false);
@@ -549,7 +565,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
}
static Frame capture(ClientGameTestContext c, String name) {
if (name != null) c.takeScreenshot("sanctuary-beta135-shader-" + name);
if (name != null) c.takeScreenshot("sanctuary-beta141-shader-" + name);
var result = new CompletableFuture<Frame>();
c.runOnClient(m -> Screenshot.takeScreenshot(m.gameRenderer.mainRenderTarget(), image -> {
try (image) {
@@ -650,11 +666,11 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
}
private record Options(int distance, int simulationDistance, int fov, boolean bob,
boolean pause, CameraType camera, String language) {
boolean pause, CameraType camera, String language, boolean improvedTransparency) {
static Options capture(Minecraft m) {
return new Options(m.options.renderDistance().get(), m.options.simulationDistance().get(), m.options.fov().get(),
m.options.bobView().get(), m.options.pauseOnLostFocus,
m.options.getCameraType(), m.getLanguageManager().getSelected());
m.options.getCameraType(), m.getLanguageManager().getSelected(), m.options.improvedTransparency().get());
}
void restore(Minecraft m) {
@@ -664,6 +680,7 @@ public final class PixelShadows122ClientChecks implements FabricClientGameTest {
m.options.bobView().set(bob);
m.options.pauseOnLostFocus = pause;
m.options.setCameraType(camera);
m.options.improvedTransparency().set(improvedTransparency);
m.getLanguageManager().setSelected(language);
m.getLanguageManager().onResourceManagerReload(m.getResourceManager());
}
@@ -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.setPbr(false);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());
@@ -0,0 +1,39 @@
package fr.koka.sanctuary.client.shader;
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
import static fr.koka.sanctuary.client.shader.Sunshafts137ClientChecks.*;
import fr.koka.sanctuary.client.WeatherClient;
import fr.koka.sanctuary.weather.DailyWeather;
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
/** Actual server weather -> native atmospheric fog -> shader scattering, same scene and manual strength. */
final class SunshaftWeather138ClientChecks {
static void run(ClientGameTestContext c,TestServerContext server){
check(Sunshafts.fogDensity(1024)==0&&Sunshafts.fogDensity(192)==0&&Sunshafts.fogDensity(80)==1,"Clear and full fog endpoints");
float previous=0;for(int end=192;end>=80;end--){float d=Sunshafts.fogDensity(end);check(d>=previous&&d-previous<.014,"Fog density is bounded, smooth and monotonic");previous=d;}
check(Sunshafts.fogDensity(Float.POSITIVE_INFINITY)==0&&Sunshafts.fogDensity(Float.NaN)==0,"Invalid fog distance cannot create NaN shafts");
c.runOnClient(m->{VanillaLight.setSunshafts(false);VanillaLight.setSunshaftIntensity(35);VanillaLight.setPixelShadows(false);VanillaLight.setBloom(false);VanillaLight.setLensFlare(false);VanillaLight.setOreEmission(false);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setEdgeHighlights(false);});
roof(server,1);camera(c,server,100.5,101,110.5,70);aim(c,server);
profile(c,server,DailyWeather.Kind.CLEAR);enable(c,false);var clearOff=capture(c,"weather-shafts-clear-off");enable(c,true);var clear=capture(c,"weather-shafts-clear-35");double clearEnergy=energy(clearOff,clear);
server.runOnServer(s->command(s,"weather fog"));c.waitFor(m->WeatherClient.state().kind()==DailyWeather.Kind.FOG,200);
float[] transition=new float[12];for(int i=0;i<transition.length;i++){c.waitTicks(20);transition[i]=c.computeOnClient(m->Sunshafts.fogDensity(m.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.fogData.environmentalEnd));if(i>0)check(transition[i]>=transition[i-1]-.002&&transition[i]-transition[i-1]<.4,"Live fog transition has no abrupt density jump");}
c.runOnClient(m->{check(m.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.fogData.environmentalEnd<=80.01,"Fog command reaches actual native FogData");check(Sunshafts.applied(),"Atmospheric fog does not disable rays");});
enable(c,false);var fogOff=capture(c,"weather-shafts-fog-off");enable(c,true);var fog=capture(c,"weather-shafts-fog-35");double fogEnergy=energy(fogOff,fog);
check(fogEnergy>clearEnergy*1.7,"Fog visibly thickens scattering at the same intensity: "+clearEnergy+" -> "+fogEnergy);unchanged(fog,capture(c,null),"Stable fog adds no animated noise");
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(fog,capture(c,"weather-shafts-fog-reload"),"Weather coupling survives shader reload");
roof(server,0);settle(c);enable(c,false);var sealedOff=capture(c,null);enable(c,true);unchanged(sealedOff,capture(c,"weather-shafts-fog-sealed"),"Dense fog cannot illuminate a sealed room through walls");roof(server,1);settle(c);
profile(c,server,DailyWeather.Kind.RAIN);enable(c,false);var rainOff=capture(c,"weather-shafts-rain-off");enable(c,true);double rainEnergy=energy(rainOff,capture(c,"weather-shafts-rain-35"));check(rainEnergy>0&&rainEnergy<fogEnergy,"Rain stays visible but below thick fog: "+rainEnergy);
profile(c,server,DailyWeather.Kind.THUNDER);enable(c,false);var stormOff=capture(c,"weather-shafts-storm-off");enable(c,true);double stormEnergy=energy(stormOff,capture(c,"weather-shafts-storm-35"));check(stormEnergy<rainEnergy*.8,"Storm clouds reduce available sunlight: "+stormEnergy+" / "+rainEnergy);
profile(c,server,DailyWeather.Kind.CLEAR);enable(c,true);var restored=capture(c,"weather-shafts-restored-clear");unchanged(clear,restored,"Returning to clear restores the original rays without accumulated brightness");
c.runOnClient(m->check(VanillaLight.sunshaftIntensity()==35,"Weather never changes the player's intensity setting"));
c.runOnClient(m->VanillaLight.setSunshaftIntensity(0));c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated(),"Zero still frees atmospheric scattering"));
System.out.println("SUNSHAFT138_WEATHER_PASS clear="+clearEnergy+" fog="+fogEnergy+" rain="+rainEnergy+" storm="+stormEnergy+" smooth transitions, native fog, closed room, reload, restored clear and manual setting");
}
private static void profile(ClientGameTestContext c,TestServerContext server,DailyWeather.Kind kind){
server.runOnServer(s->command(s,"sanctuary weather "+kind.key()));
c.waitFor(m->WeatherClient.state().active()&&WeatherClient.state().kind()==kind,200);
c.waitFor(m->(kind.raining()?m.level.getRainLevel(1)>.999:m.level.getRainLevel(1)<.001)&&(kind.thundering()?m.level.getThunderLevel(1)>.999:m.level.getThunderLevel(1)<.001),600);
c.waitTicks(240);
}
}
@@ -0,0 +1,64 @@
package fr.koka.sanctuary.client.shader;
import static fr.koka.sanctuary.client.shader.PixelShadows122ClientChecks.*;
import java.nio.file.Files;
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
import net.fabricmc.fabric.api.client.gametest.v1.context.TestServerContext;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.core.BlockPos;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.network.chat.Component;
import net.minecraft.util.Mth;
/** Native solar volume in a sealed room, a slotted roof and a leaf canopy. */
public final class Sunshafts137ClientChecks implements FabricClientGameTest {
public void runTest(ClientGameTestContext c){new PixelShadows122ClientChecks(false,false,false,false,true).runTest(c);}
static void run(ClientGameTestContext c,TestServerContext server){
c.runOnClient(m->{preferences();VanillaLight.setEnabled(true);VanillaLight.setSaturation(100);VanillaLight.setPbr(false);VanillaLight.setSsgi(false);VanillaLight.setBloom(false);VanillaLight.setOreEmission(false);VanillaLight.setLensFlare(false);VanillaLight.setEdgeHighlights(false);VanillaLight.setPixelShadows(false);VanillaLight.setSunshafts(false);VanillaLight.setShadowDistance(64);});
server.runOnServer(s->{command(s,"time add 1");command(s,"time set 3000");
for(int x=76;x<=124;x++)for(int z=76;z<=124;z++){
s.overworld().setBlockAndUpdate(new BlockPos(x,96,z),Blocks.STONE_BRICKS.defaultBlockState());
if(x==76||x==124||z==76||z==124)for(int y=97;y<=113;y++)s.overworld().setBlockAndUpdate(new BlockPos(x,y,z),Blocks.STONE_BRICKS.defaultBlockState());
}
});
roof(server,0);camera(c,server,100.5,101,110.5,70);aim(c,server);c.waitTicks(50);
var closedOff=capture(c,"shafts-closed-off");enable(c,true);var closed=capture(c,"shafts-closed-on");
check(gain(closedOff,closed)<300,"Sealed room receives no sunlight through opaque blocks: "+gain(closedOff,closed));
c.runOnClient(m->check(!PixelShadows.applied()&&PixelShadows.depthReady()&&!Bloom.allocated(),"Volume alone shares depth without surface shadows or bloom"));
roof(server,1);settle(c);enable(c,false);var off=capture(c,"shafts-slots-off");enable(c,true);var on=capture(c,"shafts-slots-35");long low=gain(off,on);
check(low>1000,"Roof openings form visible shafts: "+low);unchanged(on,capture(c,null),"Static shafts have no animated sampling noise");
c.runOnClient(m->VanillaLight.setSunshaftIntensity(100));settle(c);var strong=capture(c,"shafts-slots-100");check(gain(off,strong)>low*1.5,"Intensity increases volume energy");
camera(c,server,104.5,101,110.5,70);aim(c,server);settle(c);capture(c,"shafts-moved-four-blocks");
camera(c,server,100.5,101,110.5,70);aim(c,server);settle(c);unchanged(strong,capture(c,"shafts-returned"),"Moving and returning leaves no history or trailing light");
var reload=c.computeOnClient(net.minecraft.client.Minecraft::reloadResourcePacks);c.waitFor(m->reload.isDone()&&m.gui.overlay()==null,1200);reload.join();settle(c);unchanged(strong,capture(c,"shafts-reloaded"),"Volume recovers after resource reload");
int w=c.computeOnClient(m->m.getWindow().getScreenWidth()),h=c.computeOnClient(m->m.getWindow().getScreenHeight());
c.runOnClient(m->m.getWindow().setWindowed(961,541));c.waitFor(m->m.gameRenderer.mainRenderTarget().width!=off.width(),200);settle(c);
enable(c,false);var small=capture(c,null);enable(c,true);check(gain(small,capture(c,"shafts-resized"))>1000,"Bilateral volume survives odd dimensions");
c.runOnClient(m->m.getWindow().setWindowed(w,h));c.waitFor(m->m.gameRenderer.mainRenderTarget().width==off.width(),200);settle(c);
roof(server,2);settle(c);enable(c,false);var leafOff=capture(c,null);enable(c,true);var leafOn=capture(c,"shafts-leaves");long leaf=gain(leafOff,leafOn);double leafEnergy=energy(leafOff,leafOn);check(leaf>1000,"Leaf canopy transmits light: "+leaf);
roof(server,3);settle(c);enable(c,false);var openOff=capture(c,null);enable(c,true);var openOn=capture(c,"shafts-open");long open=gain(openOff,openOn);double openEnergy=energy(openOff,openOn);check(openEnergy>leafEnergy,"Leaf canopy attenuates normalized scattering on identical walls: "+leafEnergy+" / "+openEnergy);
look(c,server,0,0);settle(c);enable(c,false);var sideOff=capture(c,null);enable(c,true);check(gain(sideOff,capture(c,"shafts-sun-offscreen"))>1000,"Volume persists with sun outside the viewport");
long[] close=new long[2];int index=0;
for(double z:new double[]{123.5,123.875}){camera(c,server,100.5,101,z,70);look(c,server,0,0);settle(c);enable(c,false);var nearOff=capture(c,null);enable(c,true);close[index++]=gain(nearOff,capture(c,"shafts-wall-"+z));}
check(close[1]<=close[0]+100,"Approaching wall attenuates scattering instead of increasing it: "+close[0]+" / "+close[1]);
c.runOnClient(m->VanillaLight.setSunshaftIntensity(0));c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated()&&PixelShadows.shadowMap()==null,"Zero frees volume and unneeded shared map"));
c.runOnClient(m->VanillaLight.setSunshaftIntensity(35));enable(c,true);
server.runOnServer(s->command(s,"time set 18000"));c.waitTicks(30);c.runOnClient(m->check(!Sunshafts.allocated()&&!Sunshafts.applied(),"Solar volume stops at night"));
server.runOnServer(s->command(s,"time set 3000"));camera(c,server,100.5,101,110.5,70);aim(c,server);settle(c);
c.runOnClient(m->{VanillaLight.setPixelShadows(true);VanillaLight.setPbr(true);VanillaLight.setSsgi(true);VanillaLight.setBloom(true);VanillaLight.setLensFlare(true);VanillaLight.setEdgeHighlights(true);});activeFrames(c);capture(c,"shafts-combined");
c.runOnClient(m->{VanillaLight.setSunshafts(false);});c.waitTicks(10);c.runOnClient(m->check(!Sunshafts.allocated()&&PixelShadows.applied(),"OFF preserves independently enabled surface shadows"));
for(String locale:new String[]{"fr_fr","en_us"})c.runOnClient(m->{m.getLanguageManager().setSelected(locale);m.getLanguageManager().onResourceManagerReload(m.getResourceManager());for(String suffix:new String[]{"sunshafts","sunshafts_help","sunshaft_intensity","sunshaft_intensity_help"}){String key="sanctuary.shaders."+suffix;check(!Component.translatable(key).getString().equals(key),"Localized volume controls: "+locale);}});
System.out.println("SUNSHAFT137_PASS slotGain="+low+" leafGain="+leaf+" openGain="+open+" closed room, offscreen sun, camera return, proximity, reload/resize, shared map, zero/night, preferences, FR/EN");
SunshaftWeather138ClientChecks.run(c,server);
}
static void roof(TestServerContext server,int mode){server.runOnServer(s->{for(int x=76;x<=124;x++)for(int z=76;z<=124;z++)s.overworld().setBlockAndUpdate(new BlockPos(x,113,z),(mode==3||mode==1&&Math.floorMod(z,8)<3?Blocks.AIR:mode==2?Blocks.OAK_LEAVES:Blocks.OAK_PLANKS).defaultBlockState().trySetValue(net.minecraft.world.level.block.state.properties.BlockStateProperties.PERSISTENT,true));});}
static void aim(ClientGameTestContext c,TestServerContext server){var d=c.computeOnClient(m->PixelShadows.sunDirection(m.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle));look(c,server,Mth.wrapDegrees((float)Math.toDegrees(Math.atan2(-d.x,d.z))+25),-12);}
static void settle(ClientGameTestContext c){int before=c.computeOnClient(m->Sunshafts.renderedFrames());c.waitFor(m->Sunshafts.applied()&&PixelShadows.ready()&&Sunshafts.renderedFrames()>before+10,1200);c.waitTicks(30);}
static void enable(ClientGameTestContext c,boolean enabled){c.runOnClient(m->VanillaLight.setSunshafts(enabled));if(enabled)settle(c);else c.waitTicks(10);}
private static long gain(Frame off,Frame on){long sum=0;for(int i=0;i<off.pixels().length;i++)for(int shift:new int[]{0,8,16})sum+=Math.max(0,(on.pixels()[i]>>shift&255)-(off.pixels()[i]>>shift&255));return sum;}
// Screen blending has less headroom on a brighter vanilla wall. Remove that factor
// before comparing roofs, and exclude the roof itself where geometry changes.
static double energy(Frame off,Frame on){double sum=0;int n=0;for(int y=off.height()/3;y<off.height();y++)for(int x=0;x<off.width();x++){int i=y*off.width()+x;for(int shift:new int[]{0,8,16}){int a=off.pixels()[i]>>shift&255,b=on.pixels()[i]>>shift&255;if(a<240){sum+=Math.max(0,b-a)/(255.0-a);n++;}}}return sum/Math.max(1,n);}
private static void preferences(){try{var p=FabricLoader.getInstance().getConfigDir().resolve("sanctuary-shaders.json");Files.writeString(p,"{\"bloom\":false,\"pixelShadows\":false}");forgetPreferences();check(VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()==35&&!VanillaLight.bloom()&&!VanillaLight.pixelShadows(),"Missing shaft settings preserve existing choices");VanillaLight.setSunshafts(false);VanillaLight.setSunshaftIntensity(73);forgetPreferences();check(!VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()==73,"Custom shafts persist");for(int n:new int[]{-10,0,35,100,150}){VanillaLight.setSunshaftIntensity(n);forgetPreferences();check(VanillaLight.sunshaftIntensity()==Math.clamp(n,0,100),"Intensity clamps and persists");}VanillaLight.setSunshaftIntensity(35);}catch(java.io.IOException e){throw new AssertionError(e);}}
}
@@ -0,0 +1,17 @@
package fr.koka.sanctuary.gametest.mixin;
import net.minecraft.client.renderer.Lightmap;
import net.minecraft.client.renderer.state.LightmapRenderState;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/** Freeze only vanilla torch flicker for image comparisons; never packaged in the mod. */
@Mixin(Lightmap.class)
public abstract class Colored139LightmapProbeMixin {
@Inject(method="render",at=@At("HEAD"))
private void stableBlockLight(LightmapRenderState state,CallbackInfo ci){
if(Boolean.getBoolean("sanctuary.test.freezeBlockFlicker")){state.blockFactor=1;state.needsUpdate=true;}
}
}
@@ -10,6 +10,7 @@
"defaultRequire": 1
},
"client": [
"Colored139LightmapProbeMixin",
"Fourneau094ParticleProbeMixin",
"Tooltip093FontProbeMixin",
"ClientVsync046Mixin",
@@ -27,6 +27,15 @@ public final class DynamicLightClient {
private static DynamicLightConfig config;
private static final Map<Item,Integer> overrides=new IdentityHashMap<>();
private static int ticks;
private static boolean invalidatingSections;
private static final fr.koka.sanctuary.client.shader.ColoredLightMaterials colors=new fr.koka.sanctuary.client.shader.ColoredLightMaterials();
private static Object models;
public static boolean invalidatingSections(){return invalidatingSections;}
private static final class ColorMix {
double r,g,b;
void add(int light,int color){if(light<=0)return;double energy=Math.pow(.8,15-light);r=Math.max(r,(color>>16&255)*energy);g=Math.max(g,(color>>8&255)*energy);b=Math.max(b,(color&255)*energy);}
int result(){double m=Math.max(1e-8,Math.max(r,Math.max(g,b)));return (int)Math.round(r/m*255)<<16|(int)Math.round(g/m*255)<<8|(int)Math.round(b/m*255);}
}
private DynamicLightClient() {}
public static void register(KeyMapping.Category category) {
config=DynamicLightConfig.load();
@@ -50,7 +59,7 @@ public final class DynamicLightClient {
}
public static int pendingSections() {return field.pendingCount();}
private static void reset(ClientLevel level) {
field=new DynamicLightField();view=new View(level,field.snapshot());ticks=0;
field=new DynamicLightField();view=new View(level,field.snapshot());ticks=0;colors.clear();models=null;
}
private static int emission(ItemStack stack) {return overrides.getOrDefault(stack.getItem(),-1)>=0?overrides.get(stack.getItem()):ItemLightEmission.of(stack);}
private static void tick(Minecraft m) {
@@ -59,6 +68,8 @@ public final class DynamicLightClient {
if(ticks++%config.updateIntervalTicks==0) {
List<DynamicLightField.Source> sources=List.of();
if(config.enabled) {
var currentModels=m.getModelManager().getBlockStateModelSet();if(models!=currentModels){colors.clear();models=currentModels;}
boolean tinted=fr.koka.sanctuary.client.shader.VanillaLight.coloredLights();
var eye=m.getCameraEntity().getEyePosition();
var collect=new DynamicLightField.Collector(config.dropClusterSize);
double distance=config.range*config.range;
@@ -66,23 +77,26 @@ public final class DynamicLightClient {
if(entity.isRemoved() || entity.distanceToSqr(eye)>distance)continue;
boolean drop=entity instanceof ItemEntity;
int light=entity.isOnFire()?15:0;
var mix=new ColorMix();if(light>0)mix.add(light,0xFFAB55);
double y=entity.getY()+entity.getBbHeight()*.5;
if(entity instanceof ItemEntity item)light=Math.max(light,emission(item.getItem()));
if(entity instanceof ItemEntity item){int emitted=emission(item.getItem());light=Math.max(light,emitted);if(emitted>0&&tinted)mix.add(emitted,colors.color(item.getItem()));}
else if(entity instanceof LivingEntity living) {
if(living instanceof Player p && p.isSpectator())continue;
light=Math.max(light,Math.max(emission(living.getMainHandItem()),emission(living.getOffhandItem())));
light=Math.max(light,emission(living.getItemBySlot(EquipmentSlot.HEAD)));
light=Math.max(light,emission(HeadCosmeticService.appearance(living)));
for(var stack:new ItemStack[]{living.getMainHandItem(),living.getOffhandItem(),living.getItemBySlot(EquipmentSlot.HEAD),HeadCosmeticService.appearance(living)}){
int emitted=emission(stack);light=Math.max(light,emitted);if(emitted>0&&tinted)mix.add(emitted,colors.color(stack));
}
y=entity.getEyeY();
}
if(light>0)collect.add(entity.getId(),drop,entity.getX(),y,entity.getZ(),light);
if(light>0)collect.add(entity.getId(),drop,entity.getX(),y,entity.getZ(),light,tinted?mix.result():0xFFFFFF);
}
sources=collect.finish(config.maxSources,eye.x,eye.y,eye.z,m.player==null?-1:m.player.getId());
}
if(field.update(sources))view=new View(m.level,field.snapshot());
}
// Native renderer marks only resident sections; it neither loads chunks nor rebuilds the whole world.
field.drain(config.sectionUpdatesPerTick,key->m.levelExtractor.setSectionDirty(
DynamicLightField.sectionX(key),DynamicLightField.sectionY(key),DynamicLightField.sectionZ(key)));
invalidatingSections=true;
try{field.drain(config.sectionUpdatesPerTick,key->m.levelExtractor.setSectionDirty(
DynamicLightField.sectionX(key),DynamicLightField.sectionY(key),DynamicLightField.sectionZ(key)));}
finally{invalidatingSections=false;}
}
}
@@ -42,16 +42,18 @@ public final class Bloom {
var builder=RenderPipeline.builder().withLocation(id("pipeline/"+name)).withVertexShader("core/screenquad").withFragmentShader(id("core/"+name)).withBindGroupLayout(layout.build());
if(scene)builder.withBindGroupLayout(SCENE);
return RenderPipelines.register(builder.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
.withColorTargetState(new ColorTargetState(Optional.ofNullable(blend),name.equals("bloom_blur")||name.equals("bloom_downsample")?GpuFormat.RGBA16_FLOAT:GpuFormat.RGBA8_UNORM,blend==null?ColorTargetState.WRITE_ALL:ColorTargetState.WRITE_COLOR)).withDepthStencilState(Optional.empty()).build());
.withColorTargetState(new ColorTargetState(Optional.ofNullable(blend),name.equals("bloom_blur")||name.equals("bloom_downsample")||name.equals("lens_flare_source")?GpuFormat.RGBA16_FLOAT:GpuFormat.RGBA8_UNORM,blend==null?ColorTargetState.WRITE_ALL:ColorTargetState.WRITE_COLOR)).withDepthStencilState(Optional.empty()).build());
}
private static final RenderPipeline SKY=screen("bloom_sky",null,true,false);
private static final RenderPipeline DOWNSAMPLE=screen("bloom_downsample",null,false,false);
private static final RenderPipeline BLUR=screen("bloom_blur",null,false,true);
private static final RenderPipeline CORE=screen("bloom_core",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_ALPHA,BlendFactor.ZERO,BlendFactor.ONE),false,false);
private static final RenderPipeline APPLY=screen("bloom_apply",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE),true,false);
private static final RenderPipeline FLARE_SOURCE=screen("lens_flare_source",null,true,false);
private static final RenderPipeline FLARE=screen("lens_flare",new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE),true,false);
private static final BloomTerrain TERRAIN=new BloomTerrain();
private static final Matrix4f projection=new Matrix4f();
private static TextureTarget emission,small,ping;
private static TextureTarget emission,small,ping,flareSource;
private static MappableRingBuffer scene,horizontal,vertical;
private static int frames;
private static boolean applied;
@@ -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;}
@@ -0,0 +1,37 @@
package fr.koka.sanctuary.client.shader;
import fr.koka.sanctuary.client.DynamicLightClient;
import fr.koka.sanctuary.lighting.DynamicLightField;
import java.util.*;
import net.minecraft.client.Minecraft;
import net.minecraft.world.phys.Vec3;
/** Same bounded sources as native dynamic lighting, with visual interpolation only. */
final class ColoredDynamicLights {
static final int LIMIT=128;
static final class Light {
double x,y,z,r,g,b,visibility;int level;boolean seen;
Light(DynamicLightField.Source s){x=s.x();y=s.y();z=s.z();level=s.light();r=(s.color()>>16&255)/255.;g=(s.color()>>8&255)/255.;b=(s.color()&255)/255.;}
}
private final Map<DynamicLightField.Id,Light> lights=new HashMap<>();
private long last;
List<Light> update(Vec3 camera){
long now=System.nanoTime();double dt=last==0?0:Math.min(.1,(now-last)/1e9);last=now;
double ease=1-Math.exp(-dt*14),fade=dt/.3;
lights.values().forEach(l->l.seen=false);
var mc=Minecraft.getInstance();
for(var s:DynamicLightClient.snapshot(mc.level).sources()){
Light l=lights.computeIfAbsent(s.id(),id->new Light(s));l.seen=true;l.level=s.light();
boolean own=!s.id().drop()&&mc.player!=null&&s.id().value()==mc.player.getId()
&&mc.getCameraEntity()==mc.player&&mc.options.getCameraType().isFirstPerson();
double x=own?camera.x:s.x(),y=own?camera.y:s.y(),z=own?camera.z:s.z();
double step=own?1:ease;l.x+=(x-l.x)*step;l.y+=(y-l.y)*step;l.z+=(z-l.z)*step;
l.r+=((s.color()>>16&255)/255.-l.r)*ease;l.g+=((s.color()>>8&255)/255.-l.g)*ease;l.b+=((s.color()&255)/255.-l.b)*ease;
}
for(var it=lights.values().iterator();it.hasNext();){var l=it.next();l.visibility=Math.clamp(l.visibility+(l.seen?fade:-fade),0,1);if(!l.seen&&l.visibility<=0)it.remove();}
return lights.values().stream().filter(l->camera.distanceToSqr(l.x,l.y,l.z)<Math.pow(VanillaLight.coloredLightDistance()+l.level,2))
.sorted(Comparator.comparingDouble(l->camera.distanceToSqr(l.x,l.y,l.z))).limit(LIMIT).toList();
}
Vec3 position(long entity){var l=lights.get(new DynamicLightField.Id(false,entity));return l==null?null:new Vec3(l.x,l.y,l.z);}
void clear(){lights.clear();last=0;}
}
@@ -0,0 +1,73 @@
package fr.koka.sanctuary.client.shader;
import java.util.*;
import net.minecraft.client.Minecraft;
import net.minecraft.core.Direction;
import net.minecraft.core.registries.BuiltInRegistries;
import net.minecraft.resources.Identifier;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.client.renderer.block.dispatch.BlockStateModelPart;
/** Colours are analysed once per state/resource reload, never from rendered GPU pixels. */
public final class ColoredLightMaterials {
private final Map<BlockState,Integer> colors=new IdentityHashMap<>();
private final Map<Identifier,Integer> sprites=new HashMap<>();
private boolean warm;
public int color(BlockState state){if(warm!=VanillaLight.warmTorches()){warm=VanillaLight.warmTorches();clear();}return colors.computeIfAbsent(state,this::analyse);}
public int color(net.minecraft.world.item.ItemStack stack){
var state=fr.koka.sanctuary.cosmetics.HeadCosmeticData.state(stack);
if(state!=null)return color(state);
var item=stack.getItem();
if(item==net.minecraft.world.item.Items.LAVA_BUCKET)return 0xFF6020;
if(item==net.minecraft.world.item.Items.BLAZE_ROD||item==net.minecraft.world.item.Items.BLAZE_POWDER)return 0xFFAB55;
if(item==net.minecraft.world.item.Items.GLOWSTONE_DUST)return color(net.minecraft.world.level.block.Blocks.GLOWSTONE.defaultBlockState());
if(item==net.minecraft.world.item.Items.GLOW_BERRIES)return 0xFFBD52;
if(item==net.minecraft.world.item.Items.GLOW_INK_SAC||item==net.minecraft.world.item.Items.GLOW_ITEM_FRAME)return 0x66EADD;
return 0xFFFFFF;
}
private int analyse(BlockState state){
var id=BuiltInRegistries.BLOCK.getKey(state.getBlock());String name=id.getPath();
if(id.getNamespace().equals("minecraft")){
if(name.contains("copper"))return 0x62FFA0;
if(name.startsWith("soul_"))return 0x55BDFF;
if(name.contains("redstone"))return 0xFF0602;
if(name.equals("torch")||name.equals("wall_torch"))return VanillaLight.warmTorches()?0xFFAB55:0xFFFFFF;
if(name.equals("lava"))return 0xFF6020;
if(name.equals("pearlescent_froglight"))return 0xFFC0EC;
if(name.equals("verdant_froglight"))return 0xB4FF82;
if(name.equals("ochre_froglight"))return 0xFFCD72;
if(name.contains("torch")||name.equals("lantern")||name.equals("fire")||name.equals("campfire")||name.equals("lava"))return 0xFFAB55;
}
var parts=new ArrayList<BlockStateModelPart>();
Minecraft.getInstance().getModelManager().getBlockStateModelSet().get(state).collectParts(RandomSource.create(0),parts);
var used=new HashSet<Identifier>();long r=0,g=0,b=0;int count=0;
for(var part:parts)for(int f=0;f<7;f++)for(var quad:part.getQuads(f==6?null:Direction.values()[f])){
var sprite=quad.materialInfo().sprite().contents().name();if(!used.add(sprite))continue;
int color=sprites.computeIfAbsent(sprite,this::sample);if(color<0)continue;
r+=color>>16&255;g+=color>>8&255;b+=color&255;count++;
}
if(count==0)return 0xFFFFFF;
return normalize((float)r/count,(float)g/count,(float)b/count);
}
private int sample(Identifier id){
try(var image=BloomMaterials.read(id)){
double r=0,g=0,b=0,weight=0;
// First animation frame; bounded sampling also covers high-resolution packs.
int w=image.getWidth(),h=Math.min(w,image.getHeight()),step=Math.max(1,Math.max(w,h)/32);
for(int y=0;y<h;y+=step)for(int x=0;x<w;x+=step){
int c=image.getPixel(x,y);if((c>>>24)<128)continue;
int cr=c>>16&255,cg=c>>8&255,cb=c&255,max=Math.max(cr,Math.max(cg,cb)),min=Math.min(cr,Math.min(cg,cb));
double k=Math.max(0,(max-96)/159.0);k*=k*(.2+(max-min)/255.0);
r+=cr*k;g+=cg*k;b+=cb*k;weight+=k;
}
return weight<.001?-1:normalize((float)(r/weight),(float)(g/weight),(float)(b/weight));
}catch(java.io.IOException e){return -1;}
}
private static int normalize(float r,float g,float b){
float max=Math.max(1,Math.max(r,Math.max(g,b)));
return Math.round(r/max*255)<<16|Math.round(g/max*255)<<8|Math.round(b/max*255);
}
public void clear(){colors.clear();sprites.clear();}
int cachedStates(){return colors.size();}
}
@@ -0,0 +1,161 @@
package fr.koka.sanctuary.client.shader;
import com.mojang.blaze3d.platform.NativeImage;
import it.unimi.dsi.fastutil.ints.IntArrayFIFOQueue;
import net.minecraft.client.Minecraft;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.client.renderer.texture.DynamicTexture;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.world.level.LightLayer;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.LevelChunk;
import net.minecraft.world.level.chunk.status.ChunkStatus;
/** Client-only RGB propagation. Snapshot, flood and packing share a bounded per-frame work budget. */
final class ColoredLightVolume implements AutoCloseable {
static int sideFor(int distance){return (distance+20)*2;}
static int columns(int side){return (int)Math.ceil(Math.sqrt(side));}
private static final Direction[] DIRECTIONS=Direction.values();
private final ColoredLightMaterials materials=new ColoredLightMaterials();
private ClientLevel level;
private Object models;
private Build build;
private DynamicTexture texture,previous,direction,previousDirection;
private boolean directional;
DynamicTexture direction(){return direction;}
DynamicTexture previousDirection(){return previousDirection;}
private BlockPos previousOrigin;
private int side,previousSide;
private long transitionStarted;
float blend(){return Math.clamp((System.nanoTime()-transitionStarted)/300_000_000f,0,1);}
DynamicTexture previous(){return previous;}
BlockPos previousOrigin(){return previousOrigin;}
int previousSide(){return previousSide;}
int side(){return side;}
private BlockPos origin;
private long revision,published=-1,lastStart;
private int completed;
private boolean warm;
void update(){
var mc=Minecraft.getInstance();var modelSet=mc.getModelManager().getBlockStateModelSet();
if(level!=mc.level||models!=modelSet){close();level=mc.level;models=modelSet;}
if(warm!=VanillaLight.warmTorches()){warm=VanillaLight.warmTorches();materials.clear();revision++;if(build!=null){build.close();build=null;}}
var p=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState.pos;
boolean wantedDirection=VanillaLight.pbr()&&VanillaLight.pbrIntensity()>0;
int wantedSide=sideFor(VanillaLight.coloredLightDistance());
var wanted=new BlockPos(anchor(p.x,wantedSide),anchor(p.y,wantedSide),anchor(p.z,wantedSide));
long now=System.nanoTime();
if(previous!=null&&blend()>=1){previous.close();previous=null;previousOrigin=null;if(previousDirection!=null){previousDirection.close();previousDirection=null;}}
// Complete a snapshot even if the world keeps changing, then catch up; moving
// beyond it cancels immediately. Static worlds do no further scanning or flooding.
if(build!=null&&(build.directional!=wantedDirection||build.side!=wantedSide||!inside(build.origin,BlockPos.containing(p),build.side))){build.close();build=null;}
if(build==null&&previous==null&&(texture==null||directional!=wantedDirection||side!=wantedSide||!wanted.equals(origin)||published!=revision)&&now-lastStart>=100_000_000L){
build=new Build(level,wanted,wantedSide,revision,materials,wantedDirection);lastStart=now;
}
if(build!=null&&build.advance(now+2_000_000L)){
previous=texture;previousOrigin=origin;previousSide=side;previousDirection=direction;
direction=build.directionImage==null?null:new DynamicTexture(()->"Sanctuary light direction",build.takeDirectionImage());directional=build.directional;
texture=new DynamicTexture(()->"Sanctuary coloured light volume",build.takeImage());
side=build.side;transitionStarted=System.nanoTime();
origin=build.origin;published=build.revision;build.close();build=null;completed++;
}
}
private static int anchor(double p,int side){return Math.floorDiv((int)Math.floor(p),4)*4-side/2;}
private static boolean inside(BlockPos base,BlockPos p,int side){return p.getX()>=base.getX()&&p.getX()<base.getX()+side&&p.getY()>=base.getY()&&p.getY()<base.getY()+side&&p.getZ()>=base.getZ()&&p.getZ()<base.getZ()+side;}
void dirty(BlockPos p){if(origin!=null&&inside(origin,p,side)||build!=null&&inside(build.origin,p,build.side))revision++;}
void dirtyChunk(int x,int z){if(overlaps(origin,x,z,side)||build!=null&&overlaps(build.origin,x,z,build.side))revision++;}
void dirtySection(int x,int y,int z){if(overlapsSection(origin,x,y,z,side)||build!=null&&overlapsSection(build.origin,x,y,z,build.side))revision++;}
private static boolean overlapsSection(BlockPos o,int x,int y,int z,int side){return overlaps(o,x,z,side)&&y>=(o.getY()>>4)&&y<=((o.getY()+side-1)>>4);}
private static boolean overlaps(BlockPos o,int x,int z,int side){return o!=null&&x>=(o.getX()>>4)&&x<=((o.getX()+side-1)>>4)&&z>=(o.getZ()>>4)&&z<=((o.getZ()+side-1)>>4);}
DynamicTexture texture(){return texture;}
BlockPos origin(){return origin;}
boolean settled(){return texture!=null&&build==null&&revision==published&&blend()>=1;}
int completed(){return completed;}
int directionSample(BlockPos p){if(direction==null||!inside(origin,p,side))return 0;int x=p.getX()-origin.getX(),y=p.getY()-origin.getY(),z=p.getZ()-origin.getZ(),cols=columns(side);return direction.getPixels().getPixel(x+(y%cols)*side,z+(y/cols)*side);}
int cachedStates(){return materials.cachedStates();}
int sample(BlockPos p){if(texture==null||!inside(origin,p,side))return 0;int x=p.getX()-origin.getX(),y=p.getY()-origin.getY(),z=p.getZ()-origin.getZ(),cols=columns(side);return texture.getPixels().getPixel(x+(y%cols)*side,z+(y/cols)*side);}
public void close(){if(build!=null){build.close();build=null;}if(texture!=null){texture.close();texture=null;}if(previous!=null){previous.close();previous=null;}if(direction!=null){direction.close();direction=null;}if(previousDirection!=null){previousDirection.close();previousDirection=null;}materials.clear();level=null;models=null;origin=null;previousOrigin=null;side=previousSide=0;published=-1;revision=0;lastStart=0;}
private static final class Build implements AutoCloseable {
final int side,count,cols,chunkSide;
final ClientLevel level;final BlockPos origin;final long revision;final ColoredLightMaterials materials;
final BlockState[] states;
final byte[] red,green,blue,sky;
final boolean[] queued;final IntArrayFIFOQueue queue=new IntArrayFIFOQueue();
final LevelChunk[] chunks;final int cx,cz;
final BlockPos.MutableBlockPos pos=new BlockPos.MutableBlockPos();
NativeImage image,directionImage;final boolean directional;int scan,packed;
private static final double[] ENERGY=new double[256];
static{for(int i=129;i<256;i++)ENERGY[i]=Math.max(0,(Math.pow(.8,31-i/8.)-Math.pow(.8,15))/(1-Math.pow(.8,15)));}
Build(ClientLevel level,BlockPos origin,int side,long revision,ColoredLightMaterials materials,boolean directional){
this.directional=directional;this.side=side;count=side*side*side;cols=columns(side);chunkSide=(side+15)/16+1;
states=new BlockState[count];red=new byte[count];green=new byte[count];blue=new byte[count];sky=new byte[count];queued=new boolean[count];chunks=new LevelChunk[chunkSide*chunkSide];
image=new NativeImage(cols*side,((side+cols-1)/cols)*side,false);
if(directional)directionImage=new NativeImage(image.getWidth(),image.getHeight(),false);
this.level=level;this.origin=origin;this.revision=revision;this.materials=materials;
cx=origin.getX()>>4;cz=origin.getZ()>>4;
for(int z=0;z<chunkSide;z++)for(int x=0;x<chunkSide;x++)chunks[x+z*chunkSide]=level.getChunkSource().getChunk(cx+x,cz+z,ChunkStatus.FULL,false);
}
boolean advance(long deadline){
while(scan<count){scan(scan++);if((scan&127)==0&&System.nanoTime()>=deadline)return false;}
int work=0;
while(!queue.isEmpty()){
int i=queue.dequeueInt();queued[i]=false;spread(i);
if((++work&127)==0&&System.nanoTime()>=deadline)return false;
}
while(packed<count){
int i=packed++,x=i%side,z=i/side%side,y=i/(side*side);
image.setPixel(x+(y%cols)*side,z+(y/cols)*side,(sky[i]&255)<<24|(red[i]&255)<<16|(green[i]&255)<<8|(blue[i]&255));
if(directional)directionImage.setPixel(x+(y%cols)*side,z+(y/cols)*side,directionAt(i,x,y,z));
if((packed&511)==0&&System.nanoTime()>=deadline)return false;
}
return true;
}
void scan(int i){
int x=origin.getX()+(i%side),z=origin.getZ()+(i/side%side),y=origin.getY()+(i/(side*side));pos.set(x,y,z);
var chunk=chunks[((x>>4)-cx)+((z>>4)-cz)*chunkSide];
var state=chunk==null||level.isOutsideBuildHeight(y)?Blocks.BEDROCK.defaultBlockState():chunk.getBlockState(pos);states[i]=state;
if(chunk!=null&&!level.isOutsideBuildHeight(y))sky[i]=(byte)(level.getBrightness(LightLayer.SKY,pos)*17);
int emission=state.getLightEmission();if(emission<=0)return;
int c=materials.color(state);red[i]=(byte)encode(emission,c>>16&255);green[i]=(byte)encode(emission,c>>8&255);blue[i]=(byte)encode(emission,c&255);enqueue(i);
}
void spread(int i){
int r=red[i]&255,g=green[i]&255,b=blue[i]&255;if(Math.max(r,Math.max(g,b))<=136)return;
int x=i%side,z=i/side%side,y=i/(side*side);
for(var d:DIRECTIONS){
int nx=x+d.getStepX(),ny=y+d.getStepY(),nz=z+d.getStepZ();if(nx<0||nx>=side||ny<0||ny>=side||nz<0||nz>=side)continue;
int n=nx+nz*side+ny*side*side;
if(r-8<=(red[n]&255)&&g-8<=(green[n]&255)&&b-8<=(blue[n]&255))continue;
int loss=net.minecraft.world.level.lighting.LightEngine.getLightDampeningInto(states[i],states[n],d,Math.max(1,states[n].getLightDampening()))*8;
int nr=Math.max(0,r-loss),ng=Math.max(0,g-loss),nb=Math.max(0,b-loss);if(Math.max(nr,Math.max(ng,nb))<=128)continue;boolean changed=false;
if(nr>(red[n]&255)){red[n]=(byte)nr;changed=true;}if(ng>(green[n]&255)){green[n]=(byte)ng;changed=true;}if(nb>(blue[n]&255)){blue[n]=(byte)nb;changed=true;}
if(changed)enqueue(n);
}
}
double energy(int i){return ENERGY[Math.max(red[i]&255,Math.max(green[i]&255,blue[i]&255))];}
int directionAt(int i,int x,int y,int z){
double energy=energy(i);if(energy<=0)return 0;
double vx=0,vy=0,vz=0,total=0;
for(var d:DIRECTIONS){
int nx=x+d.getStepX(),ny=y+d.getStepY(),nz=z+d.getStepZ();
if(nx<0||nx>=side||ny<0||ny>=side||nz<0||nz>=side)continue;
int n=nx+nz*side+ny*side*side;double w=Math.max(0,energy(n)-energy);
if(w<=0||net.minecraft.world.level.lighting.LightEngine.getLightDampeningInto(states[n],states[i],d.getOpposite(),Math.max(1,states[i].getLightDampening()))>=15)continue;
vx+=d.getStepX()*w;vy+=d.getStepY()*w;vz+=d.getStepZ()*w;total+=w;
}
// The vector length is confidence: opposing arrivals cancel instead of flipping.
double scale=total>1e-12?127/total:0;
int a=(int)Math.round(255*energy/(energy+.08));
return a<<24|(int)Math.round(128+vx*scale)<<16|(int)Math.round(128+vy*scale)<<8|(int)Math.round(128+vz*scale);
}
NativeImage takeDirectionImage(){var result=directionImage;directionImage=null;return result;}
void enqueue(int i){if(!queued[i]){queued[i]=true;queue.enqueue(i);}}
NativeImage takeImage(){var result=image;image=null;return result;}
public void close(){if(image!=null){image.close();image=null;}if(directionImage!=null){directionImage.close();directionImage=null;}}
}
// An offset preserves dim colour channels below native level zero. The shader
// applies the native cutoff to overall energy, never to each channel separately.
static int encode(int emission,int channel){return channel==0?0:Math.clamp((int)Math.round((emission+16+Math.log(channel/255.0)/Math.log(1.25))*8),0,248);}
}
@@ -0,0 +1,117 @@
package fr.koka.sanctuary.client.shader;
import com.mojang.blaze3d.buffers.Std140Builder;
import com.mojang.blaze3d.pipeline.TextureTarget;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.renderpearl.api.GpuFormat;
import com.mojang.renderpearl.api.buffers.GpuBuffer;
import com.mojang.renderpearl.api.pipeline.*;
import com.mojang.renderpearl.api.textures.FilterMode;
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
import java.util.Optional;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.MappableRingBuffer;
import net.minecraft.client.renderer.RenderPipelines;
import net.minecraft.core.BlockPos;
import net.minecraft.resources.Identifier;
import net.minecraft.world.level.material.FogType;
import org.joml.Matrix4f;
/** Visual local colour only: native block/sky light and gameplay remain unchanged. */
public final class ColoredLights {
private static final RenderPipeline APPLY=RenderPipelines.register(RenderPipeline.builder()
.withLocation(Identifier.parse("sanctuary:pipeline/colored_lights"))
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/colored_lights"))
.withBindGroupLayout(BindGroupLayout.builder().withUniform("ColoredLightScene",UniformType.UNIFORM_BUFFER)
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("SceneColor",UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("LightVolume",UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("PreviousVolume",UniformType.COMBINED_IMAGE_SAMPLER).build())
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
.withColorTargetState(new ColorTargetState(Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ZERO,BlendFactor.ZERO,BlendFactor.ONE)),GpuFormat.RGBA8_UNORM,ColorTargetState.WRITE_COLOR))
.withDepthStencilState(Optional.empty()).build());
private static final ColoredLightVolume VOLUME=new ColoredLightVolume();
private static final Matrix4f projection=new Matrix4f();
private static TextureTarget source;
private static net.minecraft.client.renderer.texture.DynamicTexture black;
private static final ColoredDynamicLights DYNAMIC=new ColoredDynamicLights();
private static long activated,lastRender;
private static float displayedDistance;
private static int dynamicCount;
private static MappableRingBuffer uniforms;
private static boolean applied,prepared;
private static int frames;
private ColoredLights(){}
public static void captureProjection(Matrix4f matrix){projection.set(matrix);}
public static void dirtyBlock(BlockPos pos){VOLUME.dirty(pos);}
public static void dirtyChunk(int x,int z){VOLUME.dirtyChunk(x,z);}
public static void dirtySection(int x,int y,int z){if(!fr.koka.sanctuary.client.DynamicLightClient.invalidatingSections())VOLUME.dirtySection(x,y,z);}
public static void prepare(){
applied=false;prepared=false;var mc=Minecraft.getInstance();
if(!VanillaLight.active()||!VanillaLight.coloredLights()||VanillaLight.coloredLightIntensity()==0||mc.level==null){release();return;}
if(PanoramaCapture.rendering())return;
var camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
if(camera.fogType!=FogType.NONE)return;
long now=System.nanoTime();if(activated==0){activated=now;displayedDistance=VanillaLight.coloredLightDistance();}
double elapsed=lastRender==0?0:Math.min(.1,(now-lastRender)/1e9);lastRender=now;
displayedDistance+=(VanillaLight.coloredLightDistance()-displayedDistance)*(float)(1-Math.exp(-elapsed*10));
VOLUME.update();
if(black==null){var image=new com.mojang.blaze3d.platform.NativeImage(1,1,false);image.setPixel(0,0,0);black=new net.minecraft.client.renderer.texture.DynamicTexture(()->"Empty coloured light",image);}
var lights=DYNAMIC.update(camera.pos);dynamicCount=lights.size();
var current=VOLUME.texture()==null?black:VOLUME.texture();
var previous=VOLUME.previous()==null?black:VOLUME.previous();
var main=mc.gameRenderer.mainRenderTarget();
if(source==null||source.width!=main.width||source.height!=main.height){if(source!=null)source.destroyBuffers();source=new TextureTarget("Sanctuary coloured light source",main.width,main.height,GpuFormat.RGBA8_UNORM,null);}
if(uniforms==null)uniforms=new MappableRingBuffer(()->"Sanctuary coloured light scene",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,176+ColoredDynamicLights.LIMIT*32);
var base=VOLUME.origin()==null?BlockPos.containing(camera.pos):VOLUME.origin();var fog=camera.fogData;
var old=VOLUME.previousOrigin()==null?base:VOLUME.previousOrigin();
int side=VOLUME.texture()==null?1:VOLUME.side(),oldSide=VOLUME.previous()==null?1:VOLUME.previousSide();
uniforms.rotate();try(var mapped=uniforms.currentBuffer().map(false,true)){
var data=Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(projection).mul(camera.viewRotationMatrix).invert())
.putVec4((float)(camera.pos.x-base.getX()),(float)(camera.pos.y-base.getY()),(float)(camera.pos.z-base.getZ()),VanillaLight.coloredLightIntensity()/100f)
.putVec4(RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,Math.clamp((15-mc.level.getSkyDarken())/15f,0,1),fog.color.w,0)
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd)
.putVec4(displayedDistance,VOLUME.texture()==null?0:VOLUME.blend(),Math.clamp((now-activated)/300_000_000f,0,1),lights.size())
.putVec4(side,ColoredLightVolume.columns(side),current.getPixels().getWidth(),current.getPixels().getHeight())
.putVec4((float)(camera.pos.x-old.getX()),(float)(camera.pos.y-old.getY()),(float)(camera.pos.z-old.getZ()),VOLUME.previous()==null?0:1)
.putVec4(oldSide,ColoredLightVolume.columns(oldSide),previous.getPixels().getWidth(),previous.getPixels().getHeight());
for(int i=0;i<ColoredDynamicLights.LIMIT;i++){if(i<lights.size()){var l=lights.get(i);data.putVec4((float)(l.x-camera.pos.x),(float)(l.y-camera.pos.y),(float)(l.z-camera.pos.z),l.level);}else data.putVec4(0,0,0,0);}
for(int i=0;i<ColoredDynamicLights.LIMIT;i++){if(i<lights.size()){var l=lights.get(i);data.putVec4((float)l.r,(float)l.g,(float)l.b,(float)l.visibility);}else data.putVec4(0,0,0,0);}
}
prepared=true;
}
static void bindDirections(com.mojang.renderpearl.api.commands.RenderPass pass){
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
pass.setUniform("ColoredLightScene",uniforms.currentBuffer());
pass.setUniform("LightDirection",(VOLUME.direction()==null?black:VOLUME.direction()).getTextureView(),nearest);
pass.setUniform("PreviousDirection",(VOLUME.previousDirection()==null?black:VOLUME.previousDirection()).getTextureView(),nearest);
}
static boolean directionalReady(){return prepared&&VanillaLight.pbr();}
public static void render(){
if(!prepared)return;
var main=Minecraft.getInstance().gameRenderer.mainRenderTarget();
var current=VOLUME.texture()==null?black:VOLUME.texture();
var previous=VOLUME.previous()==null?black:VOLUME.previous();
var encoder=RenderSystem.getDevice().createCommandEncoder();
encoder.copyTextureToTexture(main.getColorTexture(),source.getColorTexture(),0,0,0,0,0,main.width,main.height);
var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
try(var pass=encoder.createRenderPass(()->"Sanctuary coloured light",main.getColorTextureView(),Optional.empty())){
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("ColoredLightScene",uniforms.currentBuffer());
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);pass.setUniform("LightVolume",current.getTextureView(),nearest);pass.setUniform("PreviousVolume",previous.getTextureView(),nearest);pass.draw(3,1,0,0);
}
applied=true;frames++;
}
public static void release(){prepared=false;VOLUME.close();DYNAMIC.clear();activated=lastRender=0;dynamicCount=0;if(black!=null){black.close();black=null;}if(source!=null){source.destroyBuffers();source=null;}if(uniforms!=null){uniforms.close();uniforms=null;}applied=false;}
static boolean applied(){return applied;}
static boolean allocated(){return source!=null||VOLUME.texture()!=null;}
static boolean settled(){return VOLUME.settled();}
static int renderedFrames(){return frames;}
static int builds(){return VOLUME.completed();}
static int sample(BlockPos pos){return VOLUME.sample(pos);}
static net.minecraft.world.phys.Vec3 dynamicPosition(long entity){return DYNAMIC.position(entity);}
static int dynamicCount(){return dynamicCount;}
static float blend(){return VOLUME.blend();}
static int volumeSide(){return VOLUME.side();}
static int directionSample(BlockPos pos){return VOLUME.directionSample(pos);}
static int materials(){return VOLUME.cachedStates();}
}
@@ -55,7 +55,7 @@ public final class PixelShadows {
private static TextureTarget shadowMap;
private static MappableRingBuffer uniforms;
private static int renderedFrames;
private static boolean applied;
private static boolean applied, depthReady;
private PixelShadows() { }
public static void register() {
@@ -73,8 +73,9 @@ public final class PixelShadows {
/** Called after the world's depth is resolved and before the first-person hand and GUI. */
public static void render() {
applied = false;
depthReady = false;
var client = Minecraft.getInstance();
if (!VanillaLight.active() || !VanillaLight.pixelShadows() || client.level == null) {
if (!VanillaLight.active() || (!VanillaLight.pixelShadows() && !(VanillaLight.sunshafts() && VanillaLight.sunshaftIntensity()>0)) || client.level == null) {
release();
return;
}
@@ -84,12 +85,16 @@ public final class PixelShadows {
CameraRenderState camera = state.cameraRenderState;
var sun = sunDirection(sky.sunAngle);
boolean lunar = sun.y <= .08f;
if (lunar && !VanillaLight.pixelShadows()) { release(); return; }
if (lunar) sun = sunDirection(sky.moonAngle);
if (sky.skybox != DimensionType.Skybox.OVERWORLD || camera.fogType != FogType.NONE || sun.y <= .08f) return;
float moon = sky.moonPhase == null ? 1 : (float)(.5 + .5 * Math.cos(sky.moonPhase.index() * Math.PI / 4));
float strength = (lunar ? .10f * moon : .38f)
* Math.clamp((sun.y - .08f) / .16f, 0, 1) * sky.rainBrightness;
if (strength <= .001f) return;
// Rain hides the native solar sprite completely. The atmospheric volume still
// needs occluders for its weak scattered daylight; surface shadows stay off.
boolean solarVolume=!lunar&&VanillaLight.sunshafts()&&VanillaLight.sunshaftIntensity()>0;
if (strength <= .001f && !solarVolume) return;
int distance = VanillaLight.shadowDistance(), pixels = VanillaLight.shadowPixels();
TERRAIN.update(client.level, camera.pos, distance, sun);
int size = mapSize(distance, pixels);
@@ -139,6 +144,8 @@ public final class PixelShadows {
pass.drawIndexed(entry.indexCount(), 1, 0, 0, 0);
}
}
depthReady = !lunar;
if (!VanillaLight.pixelShadows() || strength <= .001f) { renderedFrames++; return; }
var main = client.gameRenderer.mainRenderTarget();
var nearest = RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
try (var pass = encoder.createRenderPass(() -> "Sanctuary pixel shadows", main.getColorTextureView(), Optional.empty())) {
@@ -168,7 +175,9 @@ public final class PixelShadows {
if (shadowMap != null) { shadowMap.destroyBuffers(); shadowMap = null; }
if (uniforms != null) { uniforms.close(); uniforms = null; }
applied = false;
depthReady = false;
}
static boolean depthReady() { return depthReady; }
static int renderedFrames() { return renderedFrames; }
static boolean applied() { return applied; }
static boolean ready() { return TERRAIN.settled(); }
@@ -28,6 +28,7 @@ public final class ProceduralPbr {
private static final BindGroupLayout SCENE=BindGroupLayout.builder().withUniform("PbrScene",UniformType.UNIFORM_BUFFER)
.withUniform("PixelShadows",UniformType.UNIFORM_BUFFER).withUniform("SunDepth",UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("SceneColor",UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("ColoredLightScene",UniformType.UNIFORM_BUFFER).withUniform("LightDirection",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("PreviousDirection",UniformType.COMBINED_IMAGE_SAMPLER)
.withUniform("BlockAtlas",UniformType.COMBINED_IMAGE_SAMPLER).withUniform("MaterialAtlas",UniformType.COMBINED_IMAGE_SAMPLER).build();
private static final RenderPipeline PIPELINE=RenderPipelines.register(RenderPipeline.builder()
.withLocation(Identifier.parse("sanctuary:pipeline/pbr")).withVertexShader(Identifier.parse("sanctuary:core/pbr"))
@@ -52,8 +53,8 @@ public final class ProceduralPbr {
if(PanoramaCapture.rendering()||camera.fogType!=FogType.NONE||sky.skybox!=DimensionType.Skybox.OVERWORLD)return;
var main=mc.gameRenderer.mainRenderTarget();
if(source==null||source.width!=main.width||source.height!=main.height){if(source!=null)source.destroyBuffers();source=new TextureTarget("Sanctuary PBR source",main.width,main.height,GpuFormat.RGBA8_UNORM,null);}
// The extra padding also supplies a valid inactive PixelShadows binding (192 bytes).
if(scene==null)scene=new MappableRingBuffer(()->"Sanctuary PBR scene",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,192);
// Padding supplies valid inactive PixelShadows and local-light uniform bindings.
if(scene==null)scene=new MappableRingBuffer(()->"Sanctuary PBR scene",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,176+ColoredDynamicLights.LIMIT*32);
var entries=TERRAIN.update();var atlas=TERRAIN.materials.atlas();
var vp=new Matrix4f(projection).mul(camera.viewRotationMatrix);var fog=camera.fogData;
var sun=PixelShadows.sunDirection(sky.sunAngle);boolean lunar=sun.y<=.08f;
@@ -65,7 +66,7 @@ public final class ProceduralPbr {
Std140Builder.intoBuffer(mapped.data()).putMat4f(new Matrix4f(vp).invert())
.putVec4(sun.x,sun.y,sun.z,strength)
.putVec4(VanillaLight.pbrIntensity()/100f,RenderSystem.getDevice().getDeviceInfo().isZZeroToOne()?1:0,shadow?1:0,32)
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,0,0,0)
.putVec4(fog.renderDistanceStart,fog.renderDistanceEnd,fog.environmentalStart,fog.environmentalEnd).putVec4(fog.color.w,ColoredLights.directionalReady()?1:0,0,0)
.putVec4(0,0,0,0).putVec4(0,0,0,0).putVec4(0,0,0,0).putVec4(0,0,0,0);
}
var transforms=new ArrayList<GpuBufferSlice>(entries.size());int max=0;
@@ -81,7 +82,10 @@ public final class ProceduralPbr {
pass.setUniform("SunDepth",shadow?PixelShadows.materialDepth():main.getDepthTextureView(),nearest);
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SceneColor",source.getColorTextureView(),nearest);
pass.setUniform("BlockAtlas",mc.getTextureManager().getTexture(TextureAtlas.LOCATION_BLOCKS).getTextureView(),nearest);
pass.setUniform("MaterialAtlas",atlas.getTextureView(),nearest);pass.setIndexBuffer(indices.getBuffer(),indices.type());
pass.setUniform("MaterialAtlas",atlas.getTextureView(),nearest);
if(ColoredLights.directionalReady())ColoredLights.bindDirections(pass);
else{pass.setUniform("ColoredLightScene",scene.currentBuffer());pass.setUniform("LightDirection",source.getColorTextureView(),nearest);pass.setUniform("PreviousDirection",source.getColorTextureView(),nearest);}
pass.setIndexBuffer(indices.getBuffer(),indices.type());
for(int i=0;i<entries.size();i++){var entry=entries.get(i);pass.setUniform("DynamicTransforms",transforms.get(i));pass.setVertexBuffer(0,entry.vertices().slice());pass.drawIndexed(entry.indices(),1,0,0,0);}
}
applied=true;frames++;
@@ -23,6 +23,14 @@ public final class ShaderOptionsScreen extends OptionsSubScreen {
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.pbr",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.pbr_help")),VanillaLight.pbr(),VanillaLight::setPbr));
slider("pbr_intensity",VanillaLight.pbrIntensity(),VanillaLight::setPbrIntensity);
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.colored_lights",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.colored_lights_help")),VanillaLight.coloredLights(),VanillaLight::setColoredLights));
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.warm_torches",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.warm_torches_help")),VanillaLight.warmTorches(),VanillaLight::setWarmTorches));
slider("colored_light_intensity",VanillaLight.coloredLightIntensity(),VanillaLight::setColoredLightIntensity);
list.addBig(new OptionInstance<Integer>("sanctuary.shaders.colored_light_distance",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.colored_light_distance_help")),(caption,value)->Component.translatable("sanctuary.shaders.colored_light_distance_value",value),
new OptionInstance.Enum<>(List.of(8,16,32,64),Codec.INT),VanillaLight.coloredLightDistance(),VanillaLight::setColoredLightDistance));
list.addBig(OptionInstance.createBoolean("sanctuary.shaders.ssgi",OptionInstance.cachedConstantTooltip(
Component.translatable("sanctuary.shaders.ssgi_help")),VanillaLight.ssgi(),VanillaLight::setSsgi));
slider("ssgi_intensity",VanillaLight.ssgiIntensity(),VanillaLight::setSsgiIntensity);
@@ -30,6 +38,12 @@ 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 +1,86 @@
package fr.koka.sanctuary.client.shader;
import com.mojang.blaze3d.buffers.Std140Builder;
import com.mojang.blaze3d.pipeline.TextureTarget;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.renderpearl.api.GpuFormat;
import com.mojang.renderpearl.api.buffers.GpuBuffer;
import com.mojang.renderpearl.api.pipeline.*;
import com.mojang.renderpearl.api.textures.FilterMode;
import fr.koka.sanctuary.client.panorama.PanoramaCapture;
import java.util.Optional;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.MappableRingBuffer;
import net.minecraft.client.renderer.RenderPipelines;
import net.minecraft.resources.Identifier;
/** Solar scattering in the existing shadow volume. No scene copy, readback, temporal history or terrain duplication. */
public final class Sunshafts {
private static final BindGroupLayout SCENE=BindGroupLayout.builder()
.withUniform("PixelShadows",UniformType.UNIFORM_BUFFER)
.withUniform("ShaftParams",UniformType.UNIFORM_BUFFER)
.withUniform("WorldDepth",UniformType.COMBINED_IMAGE_SAMPLER).build();
private static RenderPipeline pipeline(String name,boolean composite){
var inputs=BindGroupLayout.builder();
if(composite)inputs.withUniform("ShaftLight",UniformType.COMBINED_IMAGE_SAMPLER);
else inputs.withUniform("SunDepth",UniformType.COMBINED_IMAGE_SAMPLER);
return RenderPipelines.register(RenderPipeline.builder().withLocation(Identifier.parse("sanctuary:pipeline/"+name))
.withVertexShader("core/screenquad").withFragmentShader(Identifier.parse("sanctuary:core/"+name))
.withBindGroupLayout(SCENE).withBindGroupLayout(inputs.build())
.withPrimitiveTopology(PrimitiveTopology.TRIANGLES).withCull(false)
.withColorTargetState(new ColorTargetState(composite?Optional.of(new BlendFunction(BlendFactor.ONE,BlendFactor.ONE_MINUS_SRC_COLOR,BlendFactor.ZERO,BlendFactor.ONE)):Optional.empty(),
composite?GpuFormat.RGBA8_UNORM:GpuFormat.RGBA16_FLOAT,composite?ColorTargetState.WRITE_COLOR:ColorTargetState.WRITE_ALL))
.withDepthStencilState(Optional.empty()).build());
}
private static final RenderPipeline GATHER=pipeline("sunshaft_gather",false),APPLY=pipeline("sunshaft_apply",true);
private static TextureTarget light;
private static MappableRingBuffer settings;
private static boolean applied;
private static int frames;
private Sunshafts(){}
public static void render(){
applied=false;var mc=Minecraft.getInstance();
if(!VanillaLight.active()||!VanillaLight.sunshafts()||VanillaLight.sunshaftIntensity()==0||mc.level==null){release();return;}
if(PanoramaCapture.rendering())return;
if(!PixelShadows.depthReady()){release();return;}
var main=mc.gameRenderer.mainRenderTarget();int width=Math.max(1,(main.width+3)/4),height=Math.max(1,(main.height+3)/4);
if(light==null||light.width!=width||light.height!=height){release();light=new TextureTarget("Sanctuary sunshafts",width,height,GpuFormat.RGBA16_FLOAT,null);}
if(settings==null)settings=new MappableRingBuffer(()->"Sanctuary sunshafts",GpuBuffer.USAGE_UNIFORM|GpuBuffer.USAGE_MAP_WRITE,48);
var camera=mc.gameRenderer.gameRenderState().levelRenderState.cameraRenderState;
var fog=camera.fogData;
float mist=fogDensity(fog.environmentalEnd);
float rain=mc.level.getRainLevel(camera.cameraEntityPartialTicks);
float thunder=mc.level.getThunderLevel(camera.cameraEntityPartialTicks);
var sun=PixelShadows.sunDirection(mc.gameRenderer.gameRenderState().levelRenderState.skyRenderState.sunAngle);
float daylight=Math.clamp((sun.y-.08f)/.16f,0,1)*(1-.75f*rain)*(1-.65f*thunder);
float density=1+2.5f*mist+.8f*rain;
float spread=Math.max(mist,.35f*rain);
float extinction=1+.7f*mist+.25f*rain;
settings.rotate();try(var mapped=settings.currentBuffer().map(false,true)){
Std140Builder.intoBuffer(mapped.data()).putVec4(.85f+.15f*fog.color.x,.78f+.15f*fog.color.y,.66f+.15f*fog.color.z,0)
.putVec4(VanillaLight.sunshaftIntensity()/100f,Math.min(64,VanillaLight.shadowDistance()*.5f),0,0)
.putVec4(density,spread,extinction,daylight);
}
var encoder=RenderSystem.getDevice().createCommandEncoder();var nearest=RenderSystem.getSamplerCache().getClampToEdge(FilterMode.NEAREST);
try(var pass=encoder.createRenderPass(()->"Sanctuary solar volume",light.getColorTextureView(),Optional.empty())){
pass.setPipeline(RenderSystem.getCompiledPipeline(GATHER));pass.setUniform("PixelShadows",PixelShadows.materialUniforms());pass.setUniform("ShaftParams",settings.currentBuffer());
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("SunDepth",PixelShadows.materialDepth(),nearest);pass.draw(3,1,0,0);
}
try(var pass=encoder.createRenderPass(()->"Sanctuary solar volume composite",main.getColorTextureView(),Optional.empty())){
pass.setPipeline(RenderSystem.getCompiledPipeline(APPLY));pass.setUniform("PixelShadows",PixelShadows.materialUniforms());pass.setUniform("ShaftParams",settings.currentBuffer());
pass.setUniform("WorldDepth",main.getDepthTextureView(),nearest);pass.setUniform("ShaftLight",light.getColorTextureView(),nearest);pass.draw(3,1,0,0);
}
applied=true;frames++;
}
/** Environmental fog has its own end distance; changing render distance is not weather. */
static float fogDensity(float environmentalEnd){
if(!Float.isFinite(environmentalEnd))return 0;
float t=Math.clamp((192-environmentalEnd)/112,0,1);
return t*t*(3-2*t);
}
public static void release(){if(light!=null){light.destroyBuffers();light=null;}if(settings!=null){settings.close();settings=null;}applied=false;}
static boolean applied(){return applied;}
static boolean allocated(){return light!=null;}
static int renderedFrames(){return frames;}
static TextureTarget target(){return light;}
}
@@ -19,9 +19,17 @@ public final class VanillaLight {
int saturation=142;
boolean pixelShadows=true;
boolean bloom=true;
boolean sunshafts=true;
int sunshaftIntensity=35;
boolean lensFlare=true;
int lensFlareIntensity=30;
boolean pbr=true;
int pbrIntensity=50;
boolean ssgi=true;
boolean coloredLights=true;
boolean warmTorches=false;
int coloredLightIntensity=30;
int coloredLightDistance=16;
int ssgiIntensity=35;
int bloomIntensity=20;
int bloomRadius=50;
@@ -39,7 +47,11 @@ public final class VanillaLight {
try{if(Files.isRegularFile(path()))preferences=new GsonBuilder().create().fromJson(Files.readString(path()),Preferences.class);}
catch(Exception e){SanctuaryMod.LOGGER.warn("Cannot read Sanctuary shader preference",e);}
if(preferences==null)preferences=new Preferences();
preferences.sunshaftIntensity=Math.clamp(preferences.sunshaftIntensity,0,100);
preferences.lensFlareIntensity=Math.clamp(preferences.lensFlareIntensity,0,100);
preferences.pbrIntensity=Math.clamp(preferences.pbrIntensity,0,100);
preferences.coloredLightIntensity=Math.clamp(preferences.coloredLightIntensity,0,100);
preferences.coloredLightDistance=normalizeColoredLightDistance(preferences.coloredLightDistance);
preferences.ssgiIntensity=Math.clamp(preferences.ssgiIntensity,0,100);
preferences.bloomIntensity=Math.clamp(preferences.bloomIntensity,0,100);
preferences.bloomRadius=Math.clamp(preferences.bloomRadius,0,100);
@@ -61,10 +73,27 @@ public final class VanillaLight {
public static int edgeIntensity(){enabled();return preferences.edgeIntensity;}
public static void setEdgeHighlights(boolean value){enabled();preferences.edgeHighlights=value;save();}
public static void setEdgeIntensity(int value){enabled();preferences.edgeIntensity=Math.clamp(value,0,100);save();}
public static boolean sunshafts(){enabled();return preferences.sunshafts;}
public static int sunshaftIntensity(){enabled();return preferences.sunshaftIntensity;}
public static void setSunshafts(boolean value){enabled();preferences.sunshafts=value;save();}
public static void setSunshaftIntensity(int value){enabled();preferences.sunshaftIntensity=Math.clamp(value,0,100);save();}
public static boolean lensFlare(){enabled();return preferences.lensFlare;}
public static int lensFlareIntensity(){enabled();return preferences.lensFlareIntensity;}
public static void setLensFlare(boolean value){enabled();preferences.lensFlare=value;save();}
public static void setLensFlareIntensity(int value){enabled();preferences.lensFlareIntensity=Math.clamp(value,0,100);save();}
public static boolean pbr(){enabled();return preferences.pbr;}
public static int pbrIntensity(){enabled();return preferences.pbrIntensity;}
public static void setPbr(boolean value){enabled();preferences.pbr=value;save();}
public static void setPbrIntensity(int value){enabled();preferences.pbrIntensity=Math.clamp(value,0,100);save();}
public static boolean warmTorches(){enabled();return preferences.warmTorches;}
public static void setWarmTorches(boolean value){enabled();preferences.warmTorches=value;save();}
public static boolean coloredLights(){enabled();return preferences.coloredLights;}
public static int coloredLightIntensity(){enabled();return preferences.coloredLightIntensity;}
public static void setColoredLights(boolean value){enabled();preferences.coloredLights=value;save();}
public static void setColoredLightIntensity(int value){enabled();preferences.coloredLightIntensity=Math.clamp(value,0,100);save();}
public static int coloredLightDistance(){enabled();return preferences.coloredLightDistance;}
public static void setColoredLightDistance(int value){enabled();preferences.coloredLightDistance=normalizeColoredLightDistance(value);save();}
static int normalizeColoredLightDistance(int value){return value<12?8:value<24?16:value<48?32:64;}
public static boolean ssgi(){enabled();return preferences.ssgi;}
public static int ssgiIntensity(){enabled();return preferences.ssgiIntensity;}
public static void setSsgi(boolean value){enabled();preferences.ssgi=value;save();}
@@ -7,7 +7,8 @@ import java.util.function.LongConsumer;
/** Immutable render snapshots; entity collection and the dirty queue belong to the client tick. */
public final class DynamicLightField {
public record Id(boolean drop, long value) {}
public record Source(Id id, double x, double y, double z, int light) {
public record Source(Id id, double x, double y, double z, int light, int color) {
public Source(Id id,double x,double y,double z,int light){this(id,x,y,z,light,0xFFFFFF);}
public Source {
if (!Double.isFinite(x+y+z) || light<1 || light>15) throw new IllegalArgumentException("light source");
}
@@ -20,9 +21,12 @@ public final class DynamicLightField {
private final int cellSize;
public Collector(int cellSize) {this.cellSize=Math.max(1,cellSize);}
public void add(long entity,boolean drop,double x,double y,double z,int light) {
add(entity,drop,x,y,z,light,0xFFFFFF);
}
public void add(long entity,boolean drop,double x,double y,double z,int light,int color) {
if(light<=0)return;
Id id=new Id(drop,drop ? sectionKey(floor(x/cellSize),floor(y/cellSize),floor(z/cellSize)) : entity);
Source candidate=new Source(id,snap(x),snap(y),snap(z),Math.min(15,light));
Source candidate=new Source(id,snap(x),snap(y),snap(z),Math.min(15,light),color);
sources.merge(id,candidate,(a,b)->compareRepresentative(a,b)<=0?a:b);
}
public List<Source> finish(int limit,double x,double y,double z,long priorityEntity) {
@@ -53,6 +57,7 @@ public final class DynamicLightField {
lists.long2ObjectEntrySet().forEach(e->bins.put(e.getLongKey(),e.getValue().toArray(Source[]::new)));
}
public int size() {return sources.size();}
public Collection<Source> sources(){return sources.values();}
public int sectionCount() {return bins.size();}
public int sampleCount(double x,double y,double z) {
Source[] near=bins.get(sectionKey(floor(x)>>4,floor(y)>>4,floor(z)>>4));return near==null?0:near.length;
@@ -1,6 +1,7 @@
package fr.koka.sanctuary.mixin.client;
import fr.koka.sanctuary.client.shader.PixelShadows;
import fr.koka.sanctuary.client.shader.ColoredLights;
import fr.koka.sanctuary.client.shader.ProceduralPbr;
import fr.koka.sanctuary.client.shader.Bloom;
import fr.koka.sanctuary.client.shader.ScreenSpaceGI;
@@ -16,10 +17,10 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
abstract class PixelShadowDirtyMixin {
@Inject(method="blockChanged", at=@At("HEAD"))
private void sanctuary$dirty(BlockPos pos, int flags, CallbackInfo ci) {
PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos); Bloom.dirtyBlock(pos);
PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos); Bloom.dirtyBlock(pos); ColoredLights.dirtyBlock(pos);
}
@Inject(method="allChanged", at=@At("HEAD"))
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); Bloom.release(); ScreenSpaceGI.release(); }
private void sanctuary$reload(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); Bloom.release(); ColoredLights.release(); ScreenSpaceGI.release(); }
@Inject(method="setSectionDirty", at=@At("HEAD"))
private void sanctuary$pbrLight(int x,int y,int z,CallbackInfo ci){ProceduralPbr.dirtySection(x,y,z);}
private void sanctuary$pbrLight(int x,int y,int z,CallbackInfo ci){ProceduralPbr.dirtySection(x,y,z); ColoredLights.dirtySection(x,y,z);}
}
@@ -1,6 +1,7 @@
package fr.koka.sanctuary.mixin.client;
import fr.koka.sanctuary.client.shader.PixelShadows;
import fr.koka.sanctuary.client.shader.ColoredLights;
import fr.koka.sanctuary.client.shader.ProceduralPbr;
import fr.koka.sanctuary.client.shader.Bloom;
import net.minecraft.client.multiplayer.ClientLevel;
@@ -17,11 +18,11 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
abstract class PixelShadowLevelMixin {
@Inject(method="setBlocksDirty", at=@At("HEAD"))
private void sanctuary$block(BlockPos pos, BlockState before, BlockState after, CallbackInfo ci) {
if (before != after) {PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos);Bloom.dirtyBlock(pos);}
if (before != after) {PixelShadows.dirtyBlock(pos); ProceduralPbr.dirtyBlock(pos);Bloom.dirtyBlock(pos); ColoredLights.dirtyBlock(pos);}
}
@Inject(method="onChunkLoaded", at=@At("TAIL"))
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); ProceduralPbr.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); }
private void sanctuary$loaded(ChunkPos pos, CallbackInfo ci) { PixelShadows.dirtyChunk(pos.x(), pos.z()); ProceduralPbr.dirtyChunk(pos.x(), pos.z()); Bloom.dirtyChunk(pos.x(), pos.z()); ColoredLights.dirtyChunk(pos.x(),pos.z()); }
@Inject(method="unload", at=@At("HEAD"))
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ProceduralPbr.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); }
private void sanctuary$unload(LevelChunk chunk, CallbackInfo ci) { PixelShadows.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ProceduralPbr.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); Bloom.dirtyChunk(chunk.getPos().x(), chunk.getPos().z()); ColoredLights.dirtyChunk(chunk.getPos().x(),chunk.getPos().z()); }
}
@@ -4,9 +4,11 @@ import com.llamalad7.mixinextras.injector.wrapoperation.Operation;
import com.llamalad7.mixinextras.injector.wrapoperation.WrapOperation;
import com.mojang.renderpearl.api.buffers.GpuBufferSlice;
import fr.koka.sanctuary.client.shader.PixelShadows;
import fr.koka.sanctuary.client.shader.ColoredLights;
import fr.koka.sanctuary.client.shader.ProceduralPbr;
import fr.koka.sanctuary.client.shader.EdgeHighlights;
import fr.koka.sanctuary.client.shader.Bloom;
import fr.koka.sanctuary.client.shader.Sunshafts;
import fr.koka.sanctuary.client.shader.ScreenSpaceGI;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.ProjectionMatrixBuffer;
@@ -24,11 +26,12 @@ abstract class PixelShadowRendererMixin {
ProceduralPbr.captureProjection(matrix);
EdgeHighlights.captureProjection(matrix);
Bloom.captureProjection(matrix);
ColoredLights.captureProjection(matrix);
ScreenSpaceGI.captureProjection(matrix);
return original.call(buffer, matrix);
}
@Inject(method="renderLevel", at=@At(value="INVOKE", target="Lnet/minecraft/client/renderer/GameRenderer;render3dHud(Lnet/minecraft/client/renderer/state/level/CameraRenderState;Lnet/minecraft/client/renderer/state/level/PlayerRenderState;Lnet/minecraft/client/renderer/state/OptionsRenderState;Z)V"))
private void sanctuary$shadows(CallbackInfo ci) { PixelShadows.render(); ProceduralPbr.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); }
private void sanctuary$shadows(CallbackInfo ci) { ColoredLights.prepare(); PixelShadows.render(); ProceduralPbr.render(); ColoredLights.render(); ScreenSpaceGI.render(); EdgeHighlights.render(); Bloom.render(); Sunshafts.render(); }
@Inject(method={"close", "setLevel"}, at=@At("HEAD"))
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ScreenSpaceGI.release(); }
private void sanctuary$close(CallbackInfo ci) { PixelShadows.release(); ProceduralPbr.release(); EdgeHighlights.release(); Bloom.release(); ColoredLights.release(); ScreenSpaceGI.release(); Sunshafts.release(); }
}
@@ -2295,8 +2295,28 @@
"sanctuary.shaders.ssgi_intensity_help": "Strength of diffuse color bounce. Zero stops rendering and frees its resources. Does not change world light.",
"sanctuary.shaders.ssgi_intensity_value": "SSGI: %s%%",
"sanctuary.shaders.pbr": "PBR · material relief",
"sanctuary.shaders.pbr_help": "Experimental: procedural block normals and roughness, sun and moon highlights. Range 32 blocks. ON by default.",
"sanctuary.shaders.pbr_help": "Experimental: procedural block normals and roughness, sun, moon and local light highlights. Enable Colored lights for local direction. 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. Beams automatically thicken with fog and precipitation. Zero disables the effect.",
"sanctuary.shaders.sunshaft_intensity_value": "Sunshafts: %s %%",
"sanctuary.shaders.colored_lights": "Colored lights",
"sanctuary.shaders.colored_lights_help": "Light-emitting blocks and carried items tint their surroundings, even off screen. Smooth appearance without changing gameplay light levels.",
"sanctuary.shaders.colored_light_intensity": "Colored light intensity",
"sanctuary.shaders.colored_light_intensity_value": "Colored lights: %s %%",
"sanctuary.shaders.colored_light_intensity_help": "Enabled at 30% by default. Zero disables computation. Changes fade in smoothly.",
"sanctuary.shaders.colored_light_distance": "Colored light distance",
"sanctuary.shaders.colored_light_distance_value": "Colored lights: %s blocks",
"sanctuary.shaders.colored_light_distance_help": "View distance: 8 to 64 blocks. Longer distances use more memory and computation. Smooth range fade; each source keeps its native reach.",
"sanctuary.shaders.warm_torches": "Warm torches",
"sanctuary.shaders.warm_torches_help": "Off: ordinary torches keep the native color temperature. On: orange tint. Other sources retain their own colors."
}
@@ -2295,8 +2295,28 @@
"sanctuary.shaders.ssgi_intensity_help": "Force de la teinte diffusée. Zéro coupe le calcul et libère ses ressources. Aucun changement de lumière du monde.",
"sanctuary.shaders.ssgi_intensity_value": "SSGI : %s %%",
"sanctuary.shaders.pbr": "PBR · relief des matériaux",
"sanctuary.shaders.pbr_help": "Expérimental : normales procédurales et rugosité des blocs, reflets du soleil et de la lune. Portée 32 blocs. Activé par défaut.",
"sanctuary.shaders.pbr_help": "Expérimental : normales procédurales et rugosité des blocs, reflets du soleil, de la lune et des lumières locales. Activer Lumières colorées pour la direction locale. 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 lair. Les rayons s’épaississent automatiquement avec le brouillard et les précipitations. Zéro désactive le calcul.",
"sanctuary.shaders.sunshaft_intensity_value": "Rayons : %s %%",
"sanctuary.shaders.colored_lights": "Lumières colorées",
"sanctuary.shaders.colored_lights_help": "Les blocs lumineux et les objets portés teintent leurs environs, même hors écran. Apparition progressive, sans changer les règles de lumière du jeu.",
"sanctuary.shaders.colored_light_intensity": "Intensité des lumières colorées",
"sanctuary.shaders.colored_light_intensity_value": "Lumières colorées : %s %%",
"sanctuary.shaders.colored_light_intensity_help": "Activé par défaut à 30 %. Zéro désactive le calcul. Les changements apparaissent progressivement.",
"sanctuary.shaders.colored_light_distance": "Distance des lumières colorées",
"sanctuary.shaders.colored_light_distance_value": "Lumières colorées : %s blocs",
"sanctuary.shaders.colored_light_distance_help": "Distance d'affichage : 8 à 64 blocs. Les grandes distances utilisent plus de mémoire et de calcul. Fondu aux limites ; la portée de chaque source reste native.",
"sanctuary.shaders.warm_torches": "Torches chaudes",
"sanctuary.shaders.warm_torches_help": "Désactivé : les torches ordinaires conservent la température de couleur native. Activé : teinte orangée. Les autres sources gardent leurs propres couleurs."
}
@@ -0,0 +1,91 @@
#version 330
#extension GL_ARB_separate_shader_objects : require
uniform sampler2D WorldDepth;
uniform sampler2D SceneColor;
uniform sampler2D LightVolume;
uniform sampler2D PreviousVolume;
layout(std140) uniform ColoredLightScene {
mat4 InverseViewProjection;
vec4 CameraStrength;
vec4 ClipSkyFog;
vec4 FogDistance;
vec4 VolumeSize;
vec4 Atlas;
vec4 PreviousCamera;
vec4 PreviousAtlas;
vec4 DynamicPosition[128];
vec4 DynamicColor[128];
};
layout(location=0) in vec2 texCoord;
layout(location=0) out vec4 fragColor;
vec3 positionAt(vec2 uv,float depth){
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,ClipSkyFog.x>.5?depth:depth*2.0-1.0,1);
return p.xyz/p.w;
}
vec3 neighbor(vec2 uv,vec3 center){float d=texture(WorldDepth,uv).r;return d>0.0?positionAt(uv,d):center;}
vec3 normalAt(vec3 p){
vec2 pixel=1.0/vec2(textureSize(WorldDepth,0));
vec3 l=p-neighbor(texCoord-vec2(pixel.x,0),p),r=neighbor(texCoord+vec2(pixel.x,0),p)-p;
vec3 d=p-neighbor(texCoord-vec2(0,pixel.y),p),u=neighbor(texCoord+vec2(0,pixel.y),p)-p;
vec3 dx=dot(l,l)>0.0&&(dot(l,l)<dot(r,r)||dot(r,r)==0.0)?l:r;
vec3 dy=dot(d,d)>0.0&&(dot(d,d)<dot(u,u)||dot(u,u)==0.0)?d:u;
float xx=dot(dx,dx),yy=dot(dy,dy);if(xx<1e-20||yy<1e-20)return vec3(0);
vec3 n=cross(dx*inversesqrt(xx),dy*inversesqrt(yy));float nn=dot(n,n);if(nn<1e-12)return vec3(0);
n*=inversesqrt(nn);return dot(n,-p)<0.0?-n:n;
}
vec4 cell(sampler2D volume,ivec3 p,vec4 atlas){
int side=int(atlas.x),cols=int(atlas.y);
p=clamp(p,ivec3(0),ivec3(side-1));
vec4 v=texelFetch(volume,ivec2(p.x+(p.y%cols)*side,p.z+(p.y/cols)*side),0);
vec3 spectrum=pow(vec3(.8),vec3(31)-v.rgb*(255.0/8.0))*step(vec3(.5/255.0),v.rgb);
float peak=max(spectrum.r,max(spectrum.g,spectrum.b));
float energy=max(0.0,(peak-pow(.8,15.0))/(1.0-pow(.8,15.0)));
v.rgb=spectrum*(energy/max(peak,1e-12));
return v;
}
vec4 field(sampler2D volume,vec3 p,vec4 atlas){
vec3 edges=min(p,vec3(atlas.x)-p);
float margin=smoothstep(14.0,18.0,min(edges.x,min(edges.y,edges.z)));if(margin<=0.0)return vec4(0);
vec3 at=p-.5;ivec3 base=ivec3(floor(at));vec3 f=fract(at);vec4 result=vec4(0);
for(int y=0;y<2;y++)for(int z=0;z<2;z++)for(int x=0;x<2;x++){
float w=(x==0?1.0-f.x:f.x)*(y==0?1.0-f.y:f.y)*(z==0?1.0-f.z:f.z);
result+=cell(volume,base+ivec3(x,y,z),atlas)*w;
}
result.rgb*=margin;return result;
}
vec3 tintGain(vec4 light,float amount){
float energy=max(light.r,max(light.g,light.b));if(energy<1e-12)return vec3(1);
vec3 tint=clamp(light.rgb/max(dot(light.rgb,vec3(.2126,.7152,.0722)),1e-12),vec3(.02),vec3(3));
// Linear close to darkness: no fourth-root halo at the edge of a light pool.
float response=energy/(energy+.08);
return pow(tint,vec3(clamp(amount*response*(1.0-.8*light.a*ClipSkyFog.y),0.0,.95)));
}
void main(){
vec3 scene=texture(SceneColor,texCoord).rgb;fragColor=vec4(scene,0);
float depth=texture(WorldDepth,texCoord).r;if(depth<=0.0)return;
vec3 p=positionAt(texCoord,depth),n=normalAt(p);if(dot(n,n)<.5)return;
vec3 a=abs(n);float axis=max(a.x,max(a.y,a.z));
// Sample outside opaque block faces. Bilinear atlas filtering would leak
// across unrelated slices, so the eight neighbours are explicitly addressed.
vec3 offset=n*(axis>.995?.51:.06);
float border=1.0-smoothstep(VolumeSize.x*.75,VolumeSize.x,length(p));if(border<=0.0)return;
vec4 light=field(LightVolume,p+CameraStrength.xyz+offset,Atlas);
vec4 before=VolumeSize.y<1.0&&PreviousCamera.w>.5?field(PreviousVolume,p+PreviousCamera.xyz+offset,PreviousAtlas):vec4(0);
vec3 dynamic=vec3(0);
for(int i=0;i<int(VolumeSize.w);i++){
vec3 delta=p-DynamicPosition[i].xyz;float square=dot(delta,delta),radius=DynamicPosition[i].w;
if(square>=radius*radius)continue;
float remaining=radius-sqrt(square);
float power=max(0.0,(pow(.8,15.0-remaining)-pow(.8,15.0))/(1.0-pow(.8,15.0)));
float response=power/(power+.08)*smoothstep(0.0,1.0,DynamicColor[i].a);
float fadedPower=.08*response/max(1e-6,1.0-response);
dynamic=max(dynamic,DynamicColor[i].rgb*fadedPower);
}
light.rgb=max(light.rgb,dynamic);before.rgb=max(before.rgb,dynamic);
float fog=max(clamp((max(length(p.xz),abs(p.y))-FogDistance.x)/max(.001,FogDistance.y-FogDistance.x),0,1),clamp((length(p)-FogDistance.z)/max(.001,FogDistance.w-FogDistance.z),0,1));
float amount=CameraStrength.w*1.35*border*(1.0-fog*ClipSkyFog.z)*smoothstep(0.0,1.0,VolumeSize.z);
vec3 gain=tintGain(light,amount);
// Fade the rendered response, preserving colour and avoiding a bright first frame.
if(VolumeSize.y<1.0)gain=mix(tintGain(before,amount),gain,smoothstep(0.0,1.0,VolumeSize.y));
fragColor=vec4(scene*gain,0);
}
@@ -0,0 +1,24 @@
#version 330
#extension GL_ARB_separate_shader_objects : require
#include <sanctuary:bloom_scene.glsl>
uniform sampler2D InputTexture;
layout(location=0) in vec2 texCoord;
layout(location=0) out vec4 fragColor;
float softBox(vec2 center,vec2 halfSize){
vec2 q=abs((texCoord-center)*vec2(FlareParams.y,1))/halfSize;
float fade=1.0-smoothstep(.08,1.0,max(q.x,q.y));
return fade*fade;
}
vec3 flare(vec4 source,vec3 light,vec3 tint){
vec2 axis=source.xy-vec2(.5);
float shape=softBox(source.xy,vec2(.26,.075))*.55;
shape+=softBox(vec2(.5)-axis*.4,vec2(.115,.085))*.35;
shape+=softBox(vec2(.5)-axis*.9,vec2(.055,.045))*.22;
return light*tint*shape;
}
void main(){
vec3 sun=texture(InputTexture,vec2(.25,.5)).rgb;
vec3 moon=texture(InputTexture,vec2(.75,.5)).rgb;
vec3 light=flare(FlareSun,sun,vec3(1,.92,.78))+flare(FlareMoon,moon,vec3(.75,.87,1));
fragColor=vec4(1.0-exp(-light*FlareParams.x*6.0),0.0);
}
@@ -0,0 +1,23 @@
#version 330
#extension GL_ARB_separate_shader_objects : require
#include <sanctuary:bloom_scene.glsl>
uniform sampler2D InputTexture;
layout(location=0) in vec2 texCoord;
layout(location=0) out vec4 fragColor;
void main(){
vec4 source=gl_FragCoord.x<1.0?FlareSun:FlareMoon;
fragColor=vec4(0.0);
if(source.w<=0.0)return;
float border=min(min(source.x,source.y),min(1.0-source.x,1.0-source.y));
float edge=smoothstep(0.0,.08,border);
if(edge<=0.0)return;
vec3 color=vec3(0);
// Two output pixels only: stable area integration, not a full-screen sampling loop.
for(int y=0;y<16;y++)for(int x=0;x<16;x++){
vec2 offset=(vec2(x,y)+.5)/16.0*2.0-1.0;
vec2 uv=source.xy+offset*source.z/vec2(FlareParams.y,1);
if(any(lessThan(uv,vec2(0)))||any(greaterThan(uv,vec2(1))))continue;
color+=texture(InputTexture,uv).rgb;
}
fragColor=vec4(color/256.0*source.w*edge,1.0);
}
@@ -5,6 +5,20 @@ uniform sampler2D SceneColor;
uniform sampler2D BlockAtlas;
uniform sampler2D MaterialAtlas;
uniform sampler2D SunDepth;
uniform sampler2D LightDirection;
uniform sampler2D PreviousDirection;
layout(std140) uniform ColoredLightScene {
mat4 LocalInverseViewProjection;
vec4 CameraStrength;
vec4 ClipSkyFog;
vec4 FogDistance;
vec4 VolumeSize;
vec4 Atlas;
vec4 PreviousCamera;
vec4 PreviousAtlas;
vec4 DynamicPosition[128];
vec4 DynamicColor[128];
};
layout(std140) uniform PbrScene {
mat4 PbrInverseVP;
vec4 PbrSun;
@@ -36,6 +50,52 @@ float visibility(vec3 p,vec3 n){
if(any(lessThan(q,vec3(0)))||any(greaterThan(q,vec3(1))))return 1.0;
return q.z>texture(SunDepth,q.xy).r+0.00015?0.0:1.0;
}
// Cached direction moments; filtering moments before normalization avoids unstable
// switches between nearby/opposed sources. Alpha stores the light response.
vec4 directionField(sampler2D field,vec3 p,vec4 atlas){
if(textureSize(field,0).x<int(atlas.z))return vec4(0);
vec3 edges=min(p,vec3(atlas.x)-p);float margin=smoothstep(14.0,18.0,min(edges.x,min(edges.y,edges.z)));
if(margin<=0.0)return vec4(0);
int side=int(atlas.x),cols=int(atlas.y);vec3 at=p-.5;ivec3 base=ivec3(floor(at));vec3 f=fract(at);vec4 sum=vec4(0);
for(int y=0;y<2;y++)for(int z=0;z<2;z++)for(int x=0;x<2;x++){
ivec3 q=clamp(base+ivec3(x,y,z),ivec3(0),ivec3(side-1));
vec4 cell=texelFetch(field,ivec2(q.x+(q.y%cols)*side,q.z+(q.y/cols)*side),0);
float w=(x==0?1.0-f.x:f.x)*(y==0?1.0-f.y:f.y)*(z==0?1.0-f.z:f.z);
sum+=vec4((cell.rgb*255.0-128.0)/127.0*cell.a,cell.a)*w;
}
return sum*margin;
}
vec4 localArrival(vec3 p,vec3 normal){
if(PbrEnvironment.y<.5)return vec4(0);
vec3 offset=normal*.51;
vec4 field=directionField(LightDirection,p+CameraStrength.xyz+offset,Atlas);
if(VolumeSize.y<1.0){
vec4 before=PreviousCamera.w>.5?directionField(PreviousDirection,p+PreviousCamera.xyz+offset,PreviousAtlas):vec4(0);
field=mix(before,field,smoothstep(0.0,1.0,VolumeSize.y));
}
for(int i=0;i<int(VolumeSize.w);i++){
vec3 delta=DynamicPosition[i].xyz-p;float distance=length(delta),radius=DynamicPosition[i].w;
if(distance>=radius||distance<.001)continue;
float power=max(0.0,(pow(.8,15.0-radius+distance)-pow(.8,15.0))/(1.0-pow(.8,15.0)));
float weight=power/(power+.08)*smoothstep(0.0,1.0,DynamicColor[i].a);
field+=vec4(delta/distance*weight,weight);
}
float magnitude=length(field.xyz);if(magnitude<.00001||field.a<.00001)return vec4(0);
float confidence=smoothstep(.02,1.0,magnitude/field.a);
float fade=(1.0-smoothstep(VolumeSize.x*.75,VolumeSize.x,length(p)))*smoothstep(0.0,1.0,VolumeSize.z);
return vec4(field.xyz/magnitude,confidence*min(field.a,1.0)*fade*clamp(CameraStrength.w/0.3,0.0,1.0));
}
vec3 localShine(vec3 n,vec3 v,vec3 l,vec4 material,vec3 albedo){
vec3 halfVector=l+v;float size=dot(halfVector,halfVector);if(size<.00001)return vec3(0);
vec3 h=halfVector*inversesqrt(size);
float nl=max(dot(n,l),0.0),nv=max(dot(n,v),.001),nh=max(dot(n,h),0.0),vh=max(dot(v,h),0.0);
float roughness=max(material.b,.25),alpha=roughness*roughness,a2=alpha*alpha;
float denom=nh*nh*(a2-1.0)+1.0,distribution=a2/max(3.14159265*denom*denom,.00001);
float k=(roughness+1.0)*(roughness+1.0)/8.0;
float geometry=nv/(nv*(1.0-k)+k)*nl/max(nl*(1.0-k)+k,.00001);
vec3 f0=mix(vec3(.04),albedo,material.a),fresnel=f0+(1.0-f0)*pow(1.0-vh,5.0);
return distribution*geometry*fresnel/max(4.0*nv*nl,.0001)*nl;
}
void main(){
// Derivatives precede divergent discard; UV-space tangents preserve rotated/mirrored block textures.
vec3 dx=dFdx(relativePosition),dy=dFdy(relativePosition);
@@ -67,12 +127,18 @@ void main(){
clamp((length(relativePosition)-PbrFog.z)/max(PbrFog.w-PbrFog.z,.001),0.0,1.0));
float amount=PbrSun.w*pow(tint.a,8.0)*visibility(relativePosition,baseNormal)*(1.0-fog*PbrEnvironment.x)
*(1.0-smoothstep(PbrParams.w*.75,PbrParams.w,length(relativePosition)));
if(amount<=0.0001)discard;
vec4 arrival=localArrival(relativePosition,baseNormal);
float localAmount=arrival.w*(1.0-fog*PbrEnvironment.x)*(1.0-smoothstep(PbrParams.w*.75,PbrParams.w,length(relativePosition)));
if(amount<=0.0001&&localAmount<=0.0001)discard;
vec3 scene=texture(SceneColor,uv).rgb;vec3 linear=scene*scene;
// Native diffuse light already exists. Apply only the perturbed-normal difference, then add GGX.
float relief=(nl-max(dot(baseNormal,l),0.0))*.7;
vec3 lit=clamp(linear*(1.0+relief*amount),0.0,1.0);
vec3 shine=min(specular*PbrParams.x*amount*3.0,vec3(0.5));
if(localAmount>.0001){
float localRelief=(max(dot(n,arrival.xyz),0.0)-max(dot(baseNormal,arrival.xyz),0.0))*.7;
lit=clamp(lit*(1.0+localRelief*localAmount),0.0,1.0);
}
vec3 shine=min((specular*amount+localShine(n,v,arrival.xyz,material,albedo)*localAmount)*PbrParams.x*3.0,vec3(0.5));
lit+=(1.0-lit)*(1.0-exp(-shine));
fragColor=vec4(sqrt(clamp(lit,0.0,1.0)),1.0);
}
@@ -0,0 +1,21 @@
#version 330
#extension GL_ARB_separate_shader_objects : require
#include <sanctuary:sunshafts.glsl>
uniform sampler2D ShaftLight;
layout(location=0) in vec2 texCoord;
layout(location=0) out vec4 fragColor;
void main(){
float end=shaftEnd(shaftTexel(texCoord));
vec2 size=vec2(textureSize(ShaftLight,0)),at=texCoord*size-.5,base=floor(at),f=fract(at);
vec3 sum=vec3(0);float weight=0.0;
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
vec4 light=texture(ShaftLight,(base+vec2(x,y)+.5)/size);
float tolerance=.15+end*.035;
float compatible=1.0-smoothstep(tolerance*.2,tolerance,abs(light.a-end));
float w=(x==0?1.0-f.x:f.x)*(y==0?1.0-f.y:f.y)*compatible;
sum+=light.rgb*w;weight+=w;
}
if(weight<.0001)discard;
// Smooth energy shoulder and near-contact fade; preserve framebuffer alpha.
fragColor=vec4(1.0-exp(-sum/weight*smoothstep(.03,.2,end)),0);
}
@@ -0,0 +1,47 @@
#version 330
#extension GL_ARB_separate_shader_objects : require
#include <sanctuary:sunshafts.glsl>
uniform sampler2D SunDepth;
layout(location=0) in vec2 texCoord;
layout(location=0) out vec4 fragColor;
float sunlight(vec3 point){
vec4 light=LightMatrix*vec4(point+CameraFractionPixels.xyz,1);
vec3 q=light.xyz/light.w;q.xy=q.xy*.5+.5;
if(DistanceClipFog.y<.5)q.z=q.z*.5+.5;
// No clamped shadow-map edge may become a fictitious column of light.
float border=min(min(q.x,q.y),min(1.0-q.x,1.0-q.y));
if(border<=0.0||q.z<=0.0||q.z>=1.0)return 0.0;
vec2 size=vec2(textureSize(SunDepth,0));
// Fixed world-scale footprint softens the volume, not the block textures.
vec2 footprint=max(vec2(1.0)/size,vec2(.12/(DistanceClipFog.x+16.0)));
float lit=0.0;
for(int y=0;y<2;y++)for(int x=0;x<2;x++){
float depth=texture(SunDepth,q.xy+(vec2(x,y)-.5)*footprint).r;
lit+=smoothstep(-.00035,.00035,depth-q.z);
}
return lit*.25*smoothstep(0.0,.06,border)*smoothstep(0.0,.03,min(q.z,1.0-q.z));
}
void main(){
vec2 uv=shaftTexel(texCoord);float end=shaftEnd(uv);
vec3 ray=normalize(shaftPosition(uv,.0001));
float total=0.0,range=ShaftSettings.y;
// Quadratic, deterministic segments resolve nearby occluders without frame noise.
// Partial last segments fade continuously as a wall approaches the camera.
for(int i=0;i<16;i++){
float a=float(i)/16.0,b=float(i+1)/16.0;
float start=range*a*a,stop=min(end,range*b*b);
float span=max(0.0,stop-start);if(span<=0.0)break;
float t=(start+stop)*.5;
float distanceFade=1.0-smoothstep(range*.7,range,t);
total+=sunlight(ray*t)*span*exp(-t/24.0*ShaftAtmosphere.z)*distanceFade;
}
// Thick air scatters into wider viewing angles, while extinguishing distant light.
// Keep the shadow footprint unchanged: weather cannot open a hole in a solid wall.
float base=mix(.12,.30,ShaftAtmosphere.y);
float phase=base+(1.0-base)*pow(max(0.0,dot(ray,SunStrength.xyz)),mix(4.0,2.0,ShaftAtmosphere.y));
float weather=ShaftAtmosphere.w;
float fogDistance=max(abs(ray.x),max(abs(ray.y),abs(ray.z)))*end;
float nativeFog=1.0-smoothstep(DistanceClipFog.z,max(DistanceClipFog.z+.01,DistanceClipFog.w),fogDistance);
float amount=total*.018*phase*weather*ShaftSettings.x*nativeFog*ShaftAtmosphere.x;
fragColor=vec4(ShaftColor.rgb*amount,end);
}
@@ -6,6 +6,9 @@ layout(std140) uniform BloomScene {
vec4 MoonDirection;
vec4 FogDistance;
vec4 FogInfo;
vec4 FlareSun; // projected UV, sampling radius in screen-height units, visibility
vec4 FlareMoon;
vec4 FlareParams; // strength, aspect ratio, reserved, reserved
};
vec3 bloomPosition(vec2 uv,float depth) {
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,BloomParams.y>0.5?depth:depth*2.0-1.0,1.0);
@@ -0,0 +1,26 @@
layout(std140) uniform PixelShadows {
mat4 InverseViewProjection;
mat4 LightMatrix;
vec4 CameraFractionPixels;
vec4 SunStrength;
vec4 DistanceClipFog;
vec4 EnvironmentFog;
};
layout(std140) uniform ShaftParams {
vec4 ShaftColor; vec4 ShaftSettings;
vec4 ShaftAtmosphere; // density, angular diffusion, extinction, available daylight
};
uniform sampler2D WorldDepth;
vec2 shaftTexel(vec2 uv){
vec2 size=vec2(textureSize(WorldDepth,0));
return (clamp(floor(uv*size),vec2(0),size-1.0)+.5)/size;
}
vec3 shaftPosition(vec2 uv,float depth){
float z=DistanceClipFog.y>.5?depth:depth*2.0-1.0;
vec4 p=InverseViewProjection*vec4(uv*2.0-1.0,z,1);
return p.xyz/p.w;
}
float shaftEnd(vec2 uv){
float depth=texture(WorldDepth,uv).r;
return depth<=0.0?ShaftSettings.y:min(ShaftSettings.y,length(shaftPosition(uv,depth)));
}
@@ -52,6 +52,13 @@ public final class Dynamic030Smoke {
for(var light:lights)expected=Math.max(expected,(int)Math.max(0,(light.light()-Math.sqrt(light.distanceSquared(x,y,z)))*16));
require(indexed.apply(nativeSky,x,y,z)==(nativeSky|expected),"Indexed samples agree with brute-force oracle");
}
var colored=new DynamicLightField.Collector(4);colored.add(42,false,2,3,4,10,0x55BDFF);
var blue=colored.finish(32,0,0,0,42);var blueField=new DynamicLightField.Snapshot(blue);
require(blueField.sources().iterator().next().color()==0x55BDFF,"Snapshot retains source colour");
require((blueField.apply(nativeSky,2,3,4)&255)==160,"RGB metadata preserves native intensity");
var changed=new DynamicLightField.Collector(4);changed.add(42,false,2,3,4,10,0x62FFA0);
field.update(blue);require(field.update(changed.finish(32,0,0,0,42)),"Same intensity can change colour");
require(blueField.sources().iterator().next().color()==0x55BDFF,"Older coloured snapshot remains immutable");
long begin=System.nanoTime();long sum=0;
for(int i=0;i<1000000;i++)sum+=stress.apply(0,i%80,2,(i/80)%80);
System.out.printf("LIGHT-01 passed: 10,000-drop clustering, 100,000 oracle samples; 1M cached queries %.1f ms (checksum %d)%n",(System.nanoTime()-begin)/1e6,sum);
+1 -1
View File
@@ -1,6 +1,6 @@
name = "Sanctuary"
author = "KOKA99CAB"
version = "beta.135"
version = "beta.141"
pack-format = "packwiz:1.1.0"
[index]