Merge origin/main into bench-windows-results

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
d3grandoandClaude Opus 5.5 committed 2026-10-30 01:25:47 +07:00
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---
name: vanilla-parity
description: Fix a Horizon bug or gap so it behaves 1:1 like vanilla 26.3, starting from the port ledger (tools/port_ledger.py) instead of grepping. Use for any issue, Discord report or PR that makes Horizon match vanilla: "X doesn't work like in Java", a missing sound, particle, animation, mob behaviour, block rule, screen or packet.
---
# Vanilla parity with the port ledger
The port ledger pairs every vanilla method with the Rust fn that ports it (or says it is missing, or needs
no port) and lists where a port isn't wired like vanilla. Ask it first; grep only for what it can't answer.
Full reference: `docs/port-ledger.md`.
## 0. Have a fresh ledger
```sh
python3 tools/port_ledger.py build # ~20 s; again after pulling main
```
It needs the vanilla jar (the launcher's `versions/26.3/26.3.jar`, or `--jar`) and/or the lab's decompiled
sources (`python3 tools/lab.py decompile`, or `--sources DIR`). If `build` says it has no vanilla code, run
the lab first; don't guess vanilla from memory.
## 1. From the report to the code
```sh
python3 tools/port_ledger.py issue 3236 # a GitHub issue number
python3 tools/port_ledger.py issue "mooshroom stays red after lightning" # or the report's text
```
It ranks the vanilla classes the report names and lists, per class, its Rust home files, where each method is
ported, and the known gaps (`missing` rows from the verdict map, seam/client/drift gaps). Often the cause is
already written there ("Type is not saved"). Then drill in:
```sh
python3 tools/port_ledger.py where MushroomCow.readAdditionalSaveData # ports, callers, callees, gaps
python3 tools/port_ledger.py class MushroomCow # every method: where, or missing
python3 tools/port_ledger.py what crates/horizon-client/src/mobs/farm.rs:120 # which vanilla method a fn ports
```
A ledger answer is a lead, not a verdict: about 1 in 12 map rows is wrong. Read the vanilla method (path and
line are in the output) and the Rust fn before changing anything.
## 2. Port it the vanilla way
- Translate the vanilla method, don't reinvent it: same order of operations, same constants, the same random
draws in the same order (`horizon_core::random`), Java `Math` through `horizon_core::jmath`.
- Open the fn's doc with the vanilla method it ports: `` /// `MushroomCow.readAdditionalSaveData`: ... ``.
That one line is what makes the next agent find it.
- Fix the path players run: single player is a client of the integrated server, so server logic lives in
`game/lan*.rs` and `src/lan/`, and what only the client's copy shows (particles, local sounds, hand
animation) must be reached from `game/remote*.rs`. A fix on the old in-frame path alone fixes nothing.
- Look at the neighbours the ledger lists for the same class: a `client` or `seam` gap next to your fix is
usually the same bug on the other path.
## 3. Before the PR
```sh
python3 tools/port_ledger.py check --base origin/main
```
It lists the ports your branch touches with their open gaps, citations to add, stale citations, and (against
the base) the gaps the branch closes and opens. Close what belongs to your fix, cite what you ported, leave
no new stale citation. If you ported a method the verdict map called `missing`, change its row in
`tools/port_map/*.tsv` to `port` with the fn (`file.rs::Owner::fn`) and run
`python3 tools/port_ledger.py map-check tools/port_map/<file>.tsv`.
Then the usual: the harness for the area (`docs/architecture.md`), `cargo check`/tests per `AGENTS.md`, and
a small PR that says which vanilla method it now matches.
## Finding work
```sh
python3 tools/port_ledger.py gaps --kind seam # ported on two paths, wired on one: the best leads
python3 tools/port_ledger.py gaps --kind client # client-only effects the server path never reaches
python3 tools/port_ledger.py gaps --kind drift # a port missing a sound, particle, item or constant
rg -n "player:" tools/port_map/*.tsv # missing behaviour a player would see
```
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<!-- Opened by an AI agent? First line: "> 🤖 Opened by <your GitHub login>'s AI agent (<tool, model>), not by <your GitHub login> personally." Use your own login, not someone else's. -->
## What and why
<!-- What this changes, and why. Link the issue it fixes ("Fixes #123"). -->
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@@ -16,12 +16,14 @@ jobs:
GH_TOKEN: ${{ github.token }}
REPO: ${{ github.repository }}
BRANCH: ${{ github.event.pull_request.head.ref }}
SHA: ${{ github.event.pull_request.head.sha }}
HEAD_REPO: ${{ github.event.pull_request.head.repo.full_name }}
run: |
# Every head the pull request had, not only its last: a run-parity label added on an older head left that
# run queued after the merge (#3104, 2026-10-29). Its branch in its own repository names its runs (another
# fork can have a branch of the same name).
for status in queued in_progress waiting pending requested; do
gh run list -R "$REPO" --branch "$BRANCH" --status "$status" --limit 100 \
--json databaseId,event,headSha \
-q ".[] | select(.event == \"pull_request\" and .headSha == \"$SHA\") | .databaseId"
gh api -X GET "repos/$REPO/actions/runs" -f branch="$BRANCH" -f event=pull_request -f status="$status" \
-f per_page=100 --jq ".workflow_runs[] | select(.head_repository.full_name == \"$HEAD_REPO\") | .id"
done | sort -u | while read -r id; do
gh run cancel -R "$REPO" "$id" || true
done
+5 -4
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@@ -37,9 +37,10 @@ permissions:
jobs:
exporters:
# This runner holds the maintainer's own pinned Minecraft jars. Only our classes leave it. An untrusted build
# goes to the Mac mini runner that already runs pull requests' parity jobs (macOS + horizon-game:
# ludovics-mac-mini), never the release runner (MAC_RUNNER: ludovics-mac-mini-release) nor parity-main's.
runs-on: ${{ inputs.trusted && vars.MAC_RUNNER || fromJSON('["self-hosted", "macOS", "horizon-game"]') }}
# goes to the Mac mini's nightly runner (macOS + horizon-nightly: ludovics-mac-mini-nightly, beside the one that
# runs pull requests' parity jobs, so a nightly never waits behind their queue), never the release runner
# (MAC_RUNNER: ludovics-mac-mini-release) nor parity-main's.
runs-on: ${{ inputs.trusted && vars.MAC_RUNNER || fromJSON('["self-hosted", "macOS", "horizon-nightly"]') }}
# Three full preparations (two isolated, one batched) besides the compile.
timeout-minutes: 60
steps:
@@ -103,7 +104,7 @@ jobs:
mac: true
dir: horizon-macos-arm64
asset: horizon-macos-arm64.zip
runs-on: ${{ matrix.mac && (inputs.trusted && vars.MAC_RUNNER || fromJSON('["self-hosted", "macOS", "horizon-game"]')) || matrix.os }}
runs-on: ${{ matrix.mac && (inputs.trusted && vars.MAC_RUNNER || fromJSON('["self-hosted", "macOS", "horizon-nightly"]')) || matrix.os }}
# Notarizing the zip can take a few minutes.
timeout-minutes: ${{ matrix.mac && 60 || 40 }}
env:
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@@ -5,11 +5,15 @@ name: run-parity
# skipped `verify`, and GitHub counts a skipped required check as passed.
on:
pull_request:
types: [labeled]
# A push starts a run only to cancel the old head's (see concurrency): the job runs on the label alone.
types: [labeled, synchronize]
permissions:
contents: read
concurrency:
group: run-parity-${{ github.event.pull_request.number }}
# The run-parity label and pushes share one group per pull request, so the newest run cancels the one before: a
# pushed pull request's run tested a head the merge would no longer land. Any other label gets a group of its own:
# in the shared one, adding needs-proof cancelled the parity run queued seconds before (run 40766180150).
group: run-parity-${{ github.event.pull_request.number }}${{ github.event.action == 'labeled' && github.event.label.name != 'run-parity' && format('-{0}', github.run_id) || '' }}
cancel-in-progress: true
env:
# Test runs never reach the telemetry server: no live-count ping, no uploads (docs/telemetry.md).
+23 -15
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@@ -13,13 +13,15 @@ Feature → files → harness for the most-changed areas: [docs/architecture.md]
`XDG_CONFIG_HOME`, plus `HORIZON_LAUNCHER_NO_SELF_UPDATE=1` and `HORIZON_NO_AUDIO=1`, and, for the
launcher, `HORIZON_LAUNCHER_TRASH`, `HORIZON_LAUNCHER_CLIPBOARD` and `HORIZON_LAUNCHER_DESKTOP` pointing into the scratch home. Never write to
`~/.local/share/{applications,horizon,horizon-launcher}` or `~/.local/bin`.
- **Mark what an agent posts.** A PR body starts with a line naming whose agent opened it and with what.
Ludovic's agents write `> 🤖 Opened by Ludovic's AI agent (Claude), not by Ludovic himself.`, and a
contributor's agent names its own person and tool (issues: "Filed by", reviews: "Review by"). Every
comment starts with `🤖 Agent:`. Never write as Ludovic or as anyone else.
- **Mark what an agent posts.** A PR body starts with a line naming the person whose agent opened it and
the tool: `> 🤖 Opened by <login>'s AI agent (<tool, model>), not by <login> personally.`, where `<login>`
is the GitHub account the PR is opened from (`gh api user --jq .login`). Issues say "Filed by", reviews
"Review by". Every comment starts with `🤖 Agent:`. Write only as the person you work for: the lines on
this page that name Ludovic are for his own agents (account `ludovic111`), never for anyone else's.
- **Attribution.** Commits end with a `Co-Authored-By:` line for the agent that wrote them, and PR bodies
with that agent's own "Generated with" line. Ludovic's agents use
`Co-Authored-By: Claude <model> <[email protected]>` and
with that agent's own "Generated with" line. Example, Ludovic's agents (Claude Code on `ludovic111`):
first line `> 🤖 Opened by Ludovic's AI agent (Claude), not by Ludovic himself.`, commits
`Co-Authored-By: Claude <model> <[email protected]>`, last line
`🤖 Generated with [Claude Code](https://claude.com/claude-code)`.
- Everything players run is Rust. Python/Java only for dev tools and harness drivers in `tools/`.
- Horizon-only features follow [docs/design-system.md](docs/design-system.md) and are off by default where
@@ -35,11 +37,12 @@ Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-se
| Crate | Owns |
|---|---|
| `horizon-client` | The game: a lib (`src/lib.rs`, ~170 flat modules) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
| `horizon-client` | The game: a lib (`src/lib.rs`, ~100 flat modules: gameplay, networking, title screens) and the bin (`src/main.rs` → `game.rs` + `game/`), plus `horizon-ctl` (`src/bin/horizon-ctl/`). Also the dedicated server (`--dedicated`) |
| `horizon-items` | Blocks and items below gameplay: `blocks.rs` (block facts), `items.rs`, `item_data.rs` (components), `enchant.rs`, `cooldowns.rs`, `bundle.rs`, `item_nbt.rs`. Re-exported as `horizon_client::items`... |
| `horizon-command` | Command parsing (Brigadier): the vanilla tree, argument types, selectors, suggestions, the tree's network form. Re-exported as `horizon_client::command` |
| `horizon-client-core` | The client lib's bottom layer: `text.rs`, `lang.rs`, `snbt.rs`, `nbt_path.rs`, `component.rs`, `scoreboard.rs`, `bossbar.rs`, `gamerules.rs`, `block_entity_nbt.rs`, registry/particle/sound tables. Re-exported under the old paths (`horizon_client::text`...) |
| `horizon-client-input` | Key bindings and key names, toggle keys, mouse options, controller settings and glyphs, the clipboard, window options (`keybinds.rs`, `gamepad.rs`, `mouse.rs`, `window.rs`...). Re-exported under the old paths |
| `horizon-client-render` | The client's world data, rendering and screens (chunks, meshing, light, streaming, `gfx`, HUD, menus, settings): ~80 modules that horizon-client re-exports under the same paths. Nothing in it reaches gameplay |
| `horizon-world` | Vanilla world data with no gameplay loop: NBT, regions, chunks, `datafix/`, `worldgen/`, `level/` (server-side block behaviour, ticks, redstone), entity physics, items, effects, food, damage |
| `horizon-core` | Simulation primitives: Java `Random`s, `jmath` (HotSpot-exact `Math`), positions, noise, density, paletted storage, `version.rs` (the pinned version) |
| `horizon-protocol` | Network protocol 777: codecs, framing, encryption, `packets/{handshake,status,login,configuration,play}.rs`, `entity_data.rs` |
@@ -73,7 +76,7 @@ cargo build --profile fast -p horizon-client # optimized, quick to link:
python3 tools/parity.py --changed origin/main # the harnesses your branch can affect (CI's parity job)
python3 tools/parity.py --changed-files paths.txt --list # which harnesses cover these files, without running them
python3 tools/parity.py mob_ai sculk # named harnesses
python3 tools/lan_e2e.py --check chest # two real games over LAN (server-thread host); --in-frame compares the fallback
python3 tools/lan_e2e.py --check chest # two real games over LAN (server-thread host)
python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
```
@@ -99,6 +102,9 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
## Vanilla reference
- Start parity work from the port ledger, not grep: `python3 tools/port_ledger.py issue N` (or `where
Class.method`, `what file:line`), and `check --base origin/main` before the PR. How:
[.claude/skills/vanilla-parity/SKILL.md](.claude/skills/vanilla-parity/SKILL.md), [docs/port-ledger.md](docs/port-ledger.md).
- Decompiled sources: `.local/minecraft/26.3/sources/{client,server}/` (`python3 tools/lab.py decompile`).
- Bytecode queries (callers through lambdas, every overload):
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`
@@ -110,7 +116,8 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
## horizon-client: where things live
`L:` = lib (`crates/horizon-client/src/`), `G:` = bin (`crates/horizon-client/src/game/`). The lib can't see
`L:` = lib (`crates/horizon-client/src/`, or `crates/horizon-client-render/src/` for the modules that crate holds, under
the same `horizon_client::<module>` paths), `G:` = bin (`crates/horizon-client/src/game/`). The lib can't see
`Game`; bin code reaches the lib as `horizon_client::<module>`.
| Subsystem | Files |
@@ -162,17 +169,18 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
"Server thread" with one level per dimension; the window joins it as a client through memory (`remote`),
exactly as a LAN guest or a dedicated server's player does. This is what players run. Open
`[server-thread]` issues list the gaps left.
2. **In-frame (`--in-frame`, `--no-server-thread` or `HORIZON_SERVER_THREAD=0`):** the window's `Game` ticks
the world itself, one level that follows the player (`fn enter_dimension`). Deterministic rule fixtures still use this path; player-facing integration uses the default server thread.
2. **In-frame (`--in-frame`, `--no-server-thread` or `HORIZON_SERVER_THREAD=0`): DEPRECATED, never use it, it
will be removed soon.** The window's `Game` ticks the world itself, one level that follows the player
(`fn enter_dimension`). Compatibility does not matter: don't add features or fixes for it, don't write new
tests against it, and move code off it when you touch it. The deterministic rule fixtures still run on it
until they are ported.
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test both paths
when you touch player-facing gameplay:
LAN guests and dedicated servers always use the server code, so a fix there serves both. Test the server
thread when you touch player-facing gameplay:
```sh
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T # server thread
cargo run --profile fast -p horizon-client -- --resources .local/horizon-client/26.3 --world T --in-frame # in-frame
python3 tools/lan_e2e.py --check <name> # host on its server thread, guest is a server client
python3 tools/lan_e2e.py --in-frame --check <name> # comparison (portals, levels, distance, lava need server-thread mode)
python3 tools/parity.py dedicated_server server_entities server_player_damage
```
Generated
+46 -2
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@@ -1378,7 +1378,6 @@ dependencies = [
"ab_glyph",
"bytemuck",
"chrono",
"cpal",
"flate2",
"gilrs",
"glam",
@@ -1386,6 +1385,7 @@ dependencies = [
"horizon-bench",
"horizon-client-core",
"horizon-client-input",
"horizon-client-render",
"horizon-command",
"horizon-core",
"horizon-dualsense",
@@ -1412,7 +1412,6 @@ dependencies = [
"serde_json",
"sha1",
"sha2",
"symphonia",
"unicode-bidi",
"ureq",
"wgpu",
@@ -1441,6 +1440,48 @@ dependencies = [
"winit",
]
[[package]]
name = "horizon-client-render"
version = "0.1.0"
dependencies = [
"ab_glyph",
"bytemuck",
"chrono",
"cpal",
"flate2",
"glam",
"horizon-assets",
"horizon-bench",
"horizon-client-core",
"horizon-client-input",
"horizon-command",
"horizon-core",
"horizon-hdr",
"horizon-items",
"horizon-protocol",
"horizon-shader-api",
"horizon-shaders",
"horizon-telemetry",
"horizon-theme",
"horizon-threads",
"horizon-world",
"log",
"miniz_oxide 0.8.9",
"naga",
"png",
"pollster",
"rustix 1.1.5",
"serde",
"serde_json",
"sha2",
"symphonia",
"unicode-bidi",
"ureq",
"wgpu",
"winit",
"zip",
]
[[package]]
name = "horizon-command"
version = "0.1.0"
@@ -1486,6 +1527,9 @@ name = "horizon-hdr"
version = "0.1.0"
dependencies = [
"ash",
"wayland-backend",
"wayland-client",
"wayland-protocols",
"wgpu",
]
+1
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@@ -9,6 +9,7 @@ members = [
"crates/horizon-client",
"crates/horizon-client-core",
"crates/horizon-client-input",
"crates/horizon-client-render",
"crates/horizon-command",
"crates/horizon-items",
"crates/horizon-server-files",
+11 -6
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@@ -1,5 +1,5 @@
<p align="center">
<img src="docs/media/banner.webp" alt="Horizon: Minecraft: Java Edition 26.3, rewritten in Rust and checked against vanilla by 281 differential harnesses" width="100%">
<img src="docs/media/banner.webp" alt="Horizon: Minecraft: Java Edition 26.3, rewritten in Rust and checked against vanilla by more than 300 differential harnesses" width="100%">
</p>
<p align="center">
@@ -23,15 +23,15 @@
# Horizon
Horizon is Minecraft: Java Edition 26.3 rewritten in Rust: a native game that reads the same worlds, follows the same rules and generates the same terrain as the Java game, and is checked against it by 281 differential harnesses. You play it through a small launcher, on the files from your own copy of Minecraft. It is free, open source and unofficial.
Horizon is Minecraft: Java Edition 26.3 rewritten in Rust: a native game that reads the same worlds, follows the same rules and generates the same terrain as the Java game, and is checked against it by more than 300 differential harnesses. You play it through a small launcher, on the files from your own copy of Minecraft. It is free, open source and unofficial.
> Not an official Minecraft product. Not approved by or associated with Mojang or Microsoft. Horizon contains no Minecraft code, assets or data: you need your own legally obtained copy of Minecraft: Java Edition 26.3.
## Download
Horizon is installed through **the Horizon launcher**. Get it from [playhorizon.dev](https://playhorizon.dev) (the Download button picks your system) or from [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher-v&expanded=true), for Linux x86-64, macOS on Apple Silicon or Windows x64. The launcher installs and updates the game, prepares its files from your copy of Minecraft (your own install, or downloaded from Mojang for your account), and updates itself.
Horizon is installed through **the Horizon launcher**. Get it from [playhorizon.dev](https://playhorizon.dev) (the Download button picks your system) or from [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher-v&expanded=true), for Linux x86-64, macOS on Apple Silicon or Windows x64. The launcher installs the game and keeps it up to date with each new build (Horizon ships on one channel, the Nightly), prepares its files from your copy of Minecraft (your own install, or downloaded from Mojang for your account), and updates itself.
**You need** a Microsoft account that owns Minecraft: Java Edition (the launcher signs in with it, as other launchers do; see [Microsoft account](docs/microsoft-account.md)) and a GPU with Vulkan on Linux and Windows, or any Apple Silicon Mac. Nothing else: with no Minecraft on your computer, Play downloads 26.3 and the Java it needs from Mojang for your account, as the official launcher does, then prepares it once. An install you already have (the official launcher, Prism, MultiMC and other launchers all work) is used instead. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
**You need** a Microsoft account that owns Minecraft: Java Edition (the launcher signs in with it, as other launchers do; see [Microsoft account](docs/microsoft-account.md)) and a GPU with Vulkan or OpenGL 3.3 on Linux, Vulkan or DirectX 12 on Windows, or any Apple Silicon Mac. Nothing else: with no Minecraft on your computer, Play downloads 26.3 and the Java it needs from Mojang for your account, as the official launcher does, then prepares it once. An install you already have (the official launcher, Prism, MultiMC and other launchers all work) is used instead. Step by step, with macOS's first-open prompt and the first launch: [Install and first launch](https://playhorizon.dev/docs/install).
<table>
<tr>
@@ -46,9 +46,9 @@ The [documentation](https://playhorizon.dev/docs/) covers each of these.
- **The game:** singleplayer with vanilla's world generation, mobs, villagers, raids, redstone, every command, the HUD and the recipe book, on saves in vanilla's format. Worlds from 1.8 to 26.2 are upgraded as vanilla does. [Status table](#project-status).
- **Horizon's own extras:** new menus (vanilla's are one setting away), graphics presets, distant terrain up to 1024 chunks, controller support, optional zoom, minimap and more, all off by default where they would change the vanilla look. See [Settings](https://playhorizon.dev/docs/settings).
- **Resource packs and data packs:** resource packs work, and data packs load functions, predicates and item modifiers.
- **Resource packs and data packs:** resource packs work, and data packs load functions, predicates, item modifiers and world generation (vanilla's heights and biomes for now).
- **Playing with others:** invite friends from the pause menu's Friends button with a code, Open to LAN, and joining servers, online-mode ones with the Microsoft account the launcher signs in with. See [Multiplayer](https://playhorizon.dev/docs/multiplayer).
- **Mods:** Horizon has its own mod system (Rust compiled to WebAssembly). Java mod jars do not run. See [Mods and data packs](https://playhorizon.dev/docs/mods).
- **Mods:** Horizon has its own mods, installed from the launcher. The official ones (Zoom, FPS Counter, Keystrokes and Minimap) are native Rust that the launcher builds into your game, with no Rust to install; older WebAssembly mods still run while they move. Java mod jars do not run in Horizon. See [Mods and data packs](https://playhorizon.dev/docs/mods).
Screenshots, captured in the Rust client itself with vanilla assets and no mods or shaders:
@@ -139,6 +139,11 @@ average; `tests/test_parity.py` keeps it in sync with this table. Last audited
rerun whenever one of its inputs changed, and the Mac mini now runs every one of
them too (Rust uses Java's own float maths on each platform).
The harnesses measure behaviour. A second measure is method by method: the [port ledger](tools/port_ledger.py)
lists every method of vanilla 26.3 next to the Rust functions that port it, with a verdict for each one
(ported, folded into another function, missing, or needing no port), and the untested ports. Run
`python3 tools/port_ledger.py build`, then `coverage`, with the vanilla data in `.local/`.
| Subsystem | Score | Main gaps |
| --- | ---: | --- |
| Window, input and game loop | 1 | None: the game loop, options, camera, auto-jump, toggle sprint/sneak, local input and the frame limiter match vanilla |
+111 -30
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@@ -16,7 +16,7 @@ Horizon is Minecraft: Java Edition 26.3 rewritten from scratch in Rust, so it ru
- **Single player as a server: the last differences**: Single player now runs a small server in the background, as vanilla does. We are fixing what still behaves differently there; every fix also works for LAN and server players.
- **Horizon's mod registry**: One place for mods, modpacks and resource packs made for Horizon: browse them on the website and install them from the launcher in one click.
**Next**: Microsoft sign-in (coming soon); CurseForge in the mod browser (coming soon); Fresh benchmarks against vanilla; Pistons push players and mobs; Horizon on Intel Macs; Faster world creation and entry on small CPUs; Servers that hold 20 TPS with 50 to 100 players; Low-end computers: Steam Deck, old Macs, 8 GB; Native upscaling; A batch of targeted optimisations; A Convert to Rust button for what isn't rewritten yet; Mods with code: machines, magic, mobs; Data packs in the mod browser; Prepare a version without Java; Server console, bans and a full admin API; Hosting polish: Windows service, safe updates; Guided hosting with Tailscale and an invite button; An official Docker image for servers; One single-player path: remove the in-frame world; Villages and combat, exactly as in vanilla; Choose the audio output device; Mods that read and change the world; Machines and blocks with inventories (API 0.4); Lua and other languages for mods; Well-known shader looks, rewritten for Horizon; A visible beta label; Wayland and Hyprland polish; A versioned agent-control protocol; Port mods with your own AI agent; Horizon on X (coming soon); Pipeline protection and a GitHub App for agents; Signed updates everywhere, installers included; A server you install with one command.
**Next**: A new launcher design; CurseForge in the mod browser (coming soon); Fresh benchmarks against vanilla; Pistons push players and mobs; Horizon on Intel Macs; Faster world creation and entry on small CPUs; Servers that hold 20 TPS with 50 to 100 players; Low-end computers: Steam Deck, old Macs, 8 GB; Native upscaling; A batch of targeted optimisations; A Convert to Rust button for what isn't rewritten yet; Mods with code: machines, magic, mobs; Data packs in the mod browser; Prepare a version without Java; Server console, bans and a full admin API; Hosting polish: Windows service, safe updates; Guided hosting with Tailscale and an invite button; An official Docker image for servers; One single-player path: remove the in-frame world; Villages and combat, exactly as in vanilla; Choose the audio output device; Mods that read and change the world; Machines and blocks with inventories (API 0.4); Well-known shader looks, rewritten for Horizon; A visible beta label; Wayland and Hyprland polish; A versioned agent-control protocol; Port mods with your own AI agent; Horizon on X (coming soon); Pipeline protection and a GitHub App for agents; Signed updates everywhere, installers included; A server you install with one command; Ready-made setups for hosting panels.
**How to help**: Play it and tell us what differs from vanilla (Discord or GitHub), run the benchmark on your computer, vote for what you want next, or pick one of the Help wanted items.
@@ -104,37 +104,49 @@ More: [docs/mods.md](docs/mods.md)
</details>
#### Native mods, built by the launcher
Horizon's own mods become native code that the launcher builds into your game, with no Rust to install: Zoom, FPS Counter, Keystrokes and Minimap already are, and Recipes is next.
<details><summary>Technical</summary>
Stable hook points in the game (game/native_hooks.rs, [#3345](https://github.com/horizon-rust/horizon/issues/3345), [#3346](https://github.com/horizon-rust/horizon/issues/3346); v2 with the item panel and recipe pages, [#3434](https://github.com/horizon-rust/horizon/issues/3434), [#3435](https://github.com/horizon-rust/horizon/issues/3435)), horizon-mixins applied by the launcher with its own portable Rust ([#3388](https://github.com/horizon-rust/horizon/issues/3388)), on/off in Options > Mods. The official mods live in horizon-mods/native/ and are in the registry as native mods. Next: Recipes, native mods on automatically when a player installs one (with a notice about the first build), then the WebAssembly runtime is removed ([#3350](https://github.com/horizon-rust/horizon/issues/3350), [#3351](https://github.com/horizon-rust/horizon/issues/3351), [#3353](https://github.com/horizon-rust/horizon/issues/3353), [#3371](https://github.com/horizon-rust/horizon/issues/3371)).
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Mods that run on the server
Mods that run on the server side of a world, so a dedicated server or a LAN world can have mods that react to players joining, chat and blocks being broken or placed, and that add commands.
<details><summary>Technical</summary>
API 0.3, experimental first ([#1833](https://github.com/horizon-rust/horizon/issues/1833), in review): the same sandboxed component runs on the server thread and the dedicated server, with world events (block broken or placed, entity spawned or killed, player joined or left), game rules and server commands with typed arguments. The world, item and entity interfaces come after (see 'Mods that read and change the world'). [docs/api/mods.md](docs/api/mods.md), [docs/mods.md](docs/mods.md).
The same hook points on the server thread and the dedicated server: world events (block broken or placed, entity spawned or killed, player joined or left), game rules and server commands with typed arguments. The earlier WebAssembly API 0.3 ([#1833](https://github.com/horizon-rust/horizon/issues/1833)) is the reference for what to cover.
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Screens, input and drawing for mods
Mods will be able to open their own screens and settings pages and react to keys and item use, so bigger mods, such as the Orbital Laser, can run on the normal game.
Mods will be able to open their own screens and settings pages, react to keys and item use, and draw, so bigger mods, such as the Orbital Laser, run on the normal game.
<details><summary>Technical</summary>
Capability `ui` is in review ([#1864](https://github.com/horizon-rust/horizon/issues/1864)): mod-owned screens and a settings page under Options > Mods, built from vanilla's widgets. Still to design: `input` (an item's use, key binds, the crosshair target), `render` (a budgeted draw list on the native shader API) and `world` (changing blocks). Orbital Laser is the acceptance test: it needs all four today through its author's fork (see 'Orbital Laser on the normal game').
More: [docs/mods.md](docs/mods.md)
On native hook points ([docs/native-mods.md](docs/native-mods.md)): settings pages under Options > Mods and the item panel are there ([#3346](https://github.com/horizon-rust/horizon/issues/3346), [#3435](https://github.com/horizon-rust/horizon/issues/3435)). Next: mod-owned screens built from vanilla's widgets, an item's use, key binds and the crosshair target, and a budgeted draw list on the native shader API. Orbital Laser is the acceptance test.
</details>
#### Tools for people who make mods
Better tools for mod makers: a test runner that needs no game window, templates for each kind of mod, and clear promises about what keeps working from one version to the next.
Better tools for mod makers: templates for each kind of mod, a test run with no game window, and clear promises about which hook points keep working from one version to the next.
<details><summary>Technical</summary>
`cargo horizon-mod test` runs a mod's test scripts against a fake game snapshot ([#1816](https://github.com/horizon-rust/horizon/issues/1816)) and, for server mods, scripted server events ([#1837](https://github.com/horizon-rust/horizon/issues/1837)); the content template and the guides are merged ([#1859](https://github.com/horizon-rust/horizon/issues/1859), [#1810](https://github.com/horizon-rust/horizon/issues/1810), [docs/api/stability.md](docs/api/stability.md)). Left: templates for hud, server and machine mods, typed wrappers in the SDK, a frozen 0.1 compatibility mod that every runtime must load, a CI check that fails when a stable reference entry is removed without a new major version, and the SDK on crates.io once the API is stable.
Native mod template and the content mod template (horizon-mods), `native.py check` that applies mods on a chosen Horizon and builds them together, a weekly check of every official mod on the newest Nightly. Left: a versioned list of stable hook points (NATIVE_HOOKS_API), a test runner without a window, and docs on the site for native mods.
More: [https://playhorizon.dev/docs/test-a-mod](https://playhorizon.dev/docs/test-a-mod)
More: [#3388](https://github.com/horizon-rust/horizon/issues/3388) · [docs/native-mods.md](docs/native-mods.md)
</details>
@@ -244,6 +256,20 @@ Horizon's own way to make shader packs, with tools to write and test them. Every
</details>
### Launcher
#### Minecraft Java instances in the launcher
Play the real Java game from the Horizon launcher too: vanilla and modded instances, any version, mods from Modrinth filtered to what fits, and your instances imported from other launchers.
<details><summary>Technical</summary>
For an account that owns the game: any version downloaded with the Java it needs ([#3406](https://github.com/horizon-rust/horizon/issues/3406)), Java instances, the version list and the CLI ([#3395](https://github.com/horizon-rust/horizon/issues/3395)), the start command read from the version JSON ([#3419](https://github.com/horizon-rust/horizon/issues/3419)). Next: Play for a Java instance, Fabric and Quilt, then NeoForge and Forge; Modrinth with compatibility filtering and dependencies; imports from Prism, MultiMC, the CurseForge app, the Modrinth App, ATLauncher and the official launcher, each from its documented on-disk format.
More: [#3506](https://github.com/horizon-rust/horizon/issues/3506)
</details>
### Horizon extras
#### Discord Rich Presence
@@ -268,6 +294,16 @@ A review of the whole tree: dead code and stubs removed ([#1432](https://github.
</details>
#### Every vanilla method, tracked
A public list of every method of the Java game and where Horizon does it, so anyone can see what is ported, what is missing and pick something to fix.
<details><summary>Technical</summary>
[tools/port_ledger.py](tools/port_ledger.py) and tools/port_map/ ([#3139](https://github.com/horizon-rust/horizon/issues/3139)): every 26.3 method outside the skipped packages has a verdict (port, inline, missing, skip, trivial), linked to the harnesses that cover it ([#3526](https://github.com/horizon-rust/horizon/issues/3526)), with one tracking issue per area. Bug fixes start from it (.claude/skills/vanilla-parity).
</details>
## Next
### Performance
@@ -444,6 +480,16 @@ A player's idea (#horizon-ideas). `horizon-server` already runs headless; left:
</details>
#### Ready-made setups for hosting panels
Install a Horizon server from the panels hosts use, such as Pterodactyl and AMP, the usual way for each panel.
<details><summary>Technical</summary>
Asked in the suggestion queue for Pterodactyl eggs and AMP templates. Builds on the one-command install ('A server you install with one command') and horizon-server's server.toml ([docs/hosting.md](docs/hosting.md)).
</details>
### Mods and API
#### Mods that read and change the world
@@ -452,9 +498,9 @@ Mods that can see and change blocks, read inventories and items, and find and af
<details><summary>Technical</summary>
After server mods: read blocks, states and biomes in loaded chunks and change them through the server's block log, so clients and the parity harnesses see vanilla's updates; the player's inventory, held item, open container and item stacks with components; entity queries near a position, a safe subset of entity data and data-driven mod entity types. Snapshots and batched calls per tick, never per-block host calls in hot paths. [docs/api/mods.md](docs/api/mods.md) ('Not there yet').
Hook points for reading blocks, states and biomes and changing them through the server's block log, so clients and the parity harnesses see vanilla's updates; the player's inventory and item stacks with components; entity queries near a position. Batched per tick, never per-block calls in hot paths.
More: [docs/modpacks.md](docs/modpacks.md)
More: [docs/native-mods.md](docs/native-mods.md) · [docs/modpacks.md](docs/modpacks.md)
</details>
@@ -468,16 +514,6 @@ Block entities and menus: ticking machines with slots, server menu logic and the
</details>
#### Lua and other languages for mods
Write mods as Lua scripts, in the style of KubeJS, with no compiler, and later in other languages that pass the tests. Every language runs in the same sandbox.
<details><summary>Technical</summary>
Lua first: Horizon ships a Lua interpreter that is itself a WebAssembly mod, and a script mod's manifest names it and the capabilities it uses, so a script can do exactly what a compiled mod with the same manifest can, with hot reload of `main.lua`. Then C, C++, Zig, Go (TinyGo), AssemblyScript and JavaScript or TypeScript are measured against Rust on the same tick-heavy example, and each is supported only with a template, an example and a CI test. [docs/api/mods.md](docs/api/mods.md) ('Ways in').
</details>
### Gameplay parity
#### Pistons push players and mobs
@@ -536,15 +572,13 @@ More: [docs/shaders.md](docs/shaders.md)
### Launcher
#### Microsoft sign-in (coming soon)
#### A new launcher design
Coming soon: sign in with your Microsoft account to play on online-mode servers. The code is ready; it waits for Microsoft's approval.
A redesigned launcher: every button where you expect it, the fewest clicks to play, add an instance or add mods, smooth animations, and instant startup.
<details><summary>Technical</summary>
Device-code sign-in in the launcher and online-mode login in the client ([docs/microsoft-account.md](docs/microsoft-account.md)). It is turned on by setting the app's client id once Minecraft API access is approved; until then the launcher shows "Coming soon".
More: [#1270](https://github.com/horizon-rust/horizon/issues/1270)
Based on the site concept by the Team (Bricolage Grotesque, a night sky and an animated pixel sunset). Screens and flows are designed first, then small PRs; tokens in [crates/horizon-theme](crates/horizon-theme) and rules in [docs/design-system.md](docs/design-system.md), the game's vanilla look unchanged. Measured before and after: startup, frame time and idle CPU/GPU, reduced motion honoured. Mods screens separate Horizon native mods from Java mods; a running instance can be stopped from the launcher.
</details>
@@ -708,6 +742,18 @@ Issue [#1270](https://github.com/horizon-rust/horizon/issues/1270) asks for Ely.
</details>
#### Join servers on older versions
Join servers that run older Minecraft versions, such as 1.21 or 1.8 PvP servers, from Horizon.
<details><summary>Technical</summary>
Asked often in the suggestion queue. Horizon speaks 26.3's protocol; the path is a native protocol adapter in Rust that translates older versions' packets, not a downloaded Java proxy. Java instances in the launcher already play any version with the real game.
More: [#3023](https://github.com/horizon-rust/horizon/issues/3023)
</details>
#### Online-mode checks for Play with Friends
Friends who join through an invite code could prove who they are with their Microsoft account, as on online-mode servers.
@@ -720,6 +766,18 @@ Play with Friends joins over an encrypted tunnel with an invite code ([docs/play
### Mods and API
#### Scripts for mods
Small mods written as scripts, in the style of KubeJS, with no compiler.
<details><summary>Technical</summary>
Waits for native mods to settle: the earlier plan ran Lua inside the WebAssembly sandbox, which is being removed. A script layer over the native hook points is to be designed.
More: [docs/native-mods.md](docs/native-mods.md)
</details>
#### Orbital Laser on the normal game
The community mod Orbital Laser, made for a fork of Horizon, running on the normal game and listed in the registry as the showcase of the mod API.
@@ -732,13 +790,13 @@ A pull request on [https://github.com/Stink-O/orbital-laser](https://github.com/
#### Native versions of popular client mods
Built-in versions of the client mods players ask for: block info on hover, a recipe viewer like JEI, a world map and schematic overlays.
Built-in versions of the client mods players ask for: block info on hover, a world map, inventory tweaks and schematic overlays.
<details><summary>Technical</summary>
Done as extras: a mod list and menu, a minimap and a zoom ([docs/extras.md](docs/extras.md)). Left: block info tooltips, a recipe viewer (a contributor offered to port JEI if it becomes a native feature), a world map and a schematic overlay. They need the read-only interfaces `inventory-read`, `recipes`, `world-read` and `render` in the mod API, or they go into the game directly.
Done: a mod list and menu, minimap, zoom, keystrokes, an FPS counter and a recipe viewer, as native mods (horizon-mods/native/). Asked for: an angled world map that shows hills, overhangs and caves, inventory tweaks (drag and scroll to move items), block info tooltips and schematic overlays.
More: [docs/mods.md](docs/mods.md)
More: [docs/extras.md](docs/extras.md) · [docs/native-mods.md](docs/native-mods.md)
</details>
@@ -784,6 +842,16 @@ The game side is merged ([docs/controllers.md](docs/controllers.md)): pads read
</details>
#### Splitscreen
Play with a friend on the same screen, each with a controller.
<details><summary>Technical</summary>
Issue [#2054](https://github.com/horizon-rust/horizon/issues/2054); a contributor is working on it. Two local players on the same world, each with their own camera and HUD, built on the server thread's multiplayer.
</details>
#### The full debug screen
Vanilla's complete F3 screen: debug options, a profiler chart, ten-second captures and an atlas dump.
@@ -834,7 +902,7 @@ More graphics options: multisample anti-aliasing, anisotropic filtering and an e
<details><summary>Technical</summary>
Not implemented ([docs/graphics.md](docs/graphics.md)). Anisotropic filtering needs linear magnification in wgpu, which blurs close blocks, so close-up sharpness has to be kept first; MSAA would sit beside FXAA; exclusive fullscreen where the backend supports it.
Not implemented ([docs/graphics.md](docs/graphics.md)). Anisotropic filtering needs linear magnification in wgpu, which blurs close blocks, so close-up sharpness has to be kept first; MSAA would sit beside FXAA, and SMAA or TAA are asked for too; exclusive fullscreen where the backend supports it.
</details>
@@ -862,6 +930,18 @@ Issue [#1709](https://github.com/horizon-rust/horizon/issues/1709): aarch64 buil
</details>
#### Horizon on Windows ARM64
A native Horizon for Windows on ARM computers, such as Snapdragon laptops.
<details><summary>Technical</summary>
Releases are x64 for Windows and Linux and arm64 for macOS. Needs an aarch64-pc-windows-msvc build in the release workflow and a machine to test on.
More: [docs/release-flow.md](docs/release-flow.md)
</details>
#### Android, iOS and the browser
Versions of Horizon for Android, iOS and web browsers. Nothing official yet; contributors have started the first pieces.
@@ -968,6 +1048,7 @@ Armour and tools in End city chests should come enchanted, as in vanilla.
## Recently shipped
- **Microsoft sign-in** (launcher@0.2.17): Sign in with your Microsoft account in the launcher to play on online-mode servers. [docs/microsoft-account.md](docs/microsoft-account.md) · [#2879](https://github.com/horizon-rust/horizon/issues/2879)
- **OpenGL for old computers** (v0.2.63): Horizon now starts on old PCs whose graphics card has no Vulkan or DirectX 12 driver: it switches to OpenGL by itself, and Options > Graphics can pick OpenGL by hand. [#1917](https://github.com/horizon-rust/horizon/issues/1917) · [#1920](https://github.com/horizon-rust/horizon/issues/1920) · [#1936](https://github.com/horizon-rust/horizon/issues/1936)
- **Server resource packs** (v0.2.48): Servers can send you their resource pack: Horizon asks, downloads it and applies it, like vanilla. [#1562](https://github.com/horizon-rust/horizon/issues/1562) · [#1569](https://github.com/horizon-rust/horizon/issues/1569) · [#1570](https://github.com/horizon-rust/horizon/issues/1570)
- **Single player on its own server thread** (v0.2.39): Single player runs on a server thread, as vanilla does, so the world keeps ticking smoothly while the window draws. [#1514](https://github.com/horizon-rust/horizon/issues/1514) · [docs/server-levels.md](docs/server-levels.md)
+102 -51
View File
@@ -11,13 +11,18 @@ pub fn parse_snbt(input: &str) -> Result<(Value, usize), String> {
let mut p = Parser {
s: input.as_bytes(),
i: 0,
depth: 0,
};
let v = p.value()?;
Ok((v, p.i))
}
/// Nesting deeper than NBT's own limit (`NbtAccounter`'s 512) is refused
/// rather than overflowing the stack.
const SNBT_MAX_DEPTH: usize = 512;
struct Parser<'a> {
s: &'a [u8],
i: usize,
depth: usize,
}
impl Parser<'_> {
fn ws(&mut self) {
@@ -41,57 +46,22 @@ impl Parser<'_> {
self.ws();
match self.peek() {
Some(b'{') => {
self.i += 1;
let mut map = Map::new();
self.ws();
if self.peek() == Some(b'}') {
self.i += 1;
return Ok(Value::Object(map));
}
loop {
self.ws();
let key = self.string()?;
self.expect(b':')?;
map.insert(key, self.value()?);
self.ws();
match self.peek() {
Some(b',') => self.i += 1,
Some(b'}') => {
self.i += 1;
return Ok(Value::Object(map));
}
_ => return Err("expected ',' or '}'".into()),
}
if self.depth >= SNBT_MAX_DEPTH {
return Err(format!("tag nesting too deep at {}", self.i));
}
self.depth += 1;
let v = self.object();
self.depth -= 1;
v
}
Some(b'[') => {
self.i += 1;
let mut list = Vec::new();
self.ws();
// Typed arrays [B;...], [I;...], [L;...].
if matches!(
self.s.get(self.i..self.i + 2),
Some([b'B' | b'I' | b'L', b';'])
) {
self.i += 2;
}
self.ws();
if self.peek() == Some(b']') {
self.i += 1;
return Ok(Value::Array(list));
}
loop {
list.push(self.value()?);
self.ws();
match self.peek() {
Some(b',') => self.i += 1,
Some(b']') => {
self.i += 1;
return Ok(Value::Array(list));
}
_ => return Err("expected ',' or ']'".into()),
}
if self.depth >= SNBT_MAX_DEPTH {
return Err(format!("tag nesting too deep at {}", self.i));
}
self.depth += 1;
let v = self.array();
self.depth -= 1;
v
}
Some(b'"' | b'\'') => Ok(Value::String(self.string()?)),
Some(_) => {
@@ -105,10 +75,20 @@ impl Parser<'_> {
_ => {
let digits = word
.trim_end_matches(['b', 'B', 's', 'S', 'l', 'L', 'f', 'F', 'd', 'D']);
match (digits.parse::<i64>(), digits.parse::<f64>()) {
(Ok(n), _) if digits.len() + 1 >= word.len() => Value::from(n),
(_, Ok(f)) if digits.len() + 1 >= word.len() => Value::from(f),
_ => Value::String(word),
// Only digits (and an exponent) make a number: `nan`
// or `Infinity`, which Rust's parse would take, stays
// a string.
if digits
.bytes()
.any(|c| c.is_ascii_alphabetic() && c != b'e' && c != b'E')
{
Value::String(word)
} else {
match (digits.parse::<i64>(), digits.parse::<f64>()) {
(Ok(n), _) if digits.len() + 1 >= word.len() => Value::from(n),
(_, Ok(f)) if digits.len() + 1 >= word.len() => Value::from(f),
_ => Value::String(word),
}
}
}
})
@@ -116,6 +96,59 @@ impl Parser<'_> {
None => Err("expected a value".into()),
}
}
fn object(&mut self) -> Result<Value, String> {
self.i += 1;
let mut map = Map::new();
self.ws();
if self.peek() == Some(b'}') {
self.i += 1;
return Ok(Value::Object(map));
}
loop {
self.ws();
let key = self.string()?;
self.expect(b':')?;
map.insert(key, self.value()?);
self.ws();
match self.peek() {
Some(b',') => self.i += 1,
Some(b'}') => {
self.i += 1;
return Ok(Value::Object(map));
}
_ => return Err("expected ',' or '}'".into()),
}
}
}
fn array(&mut self) -> Result<Value, String> {
self.i += 1;
let mut list = Vec::new();
self.ws();
// Typed arrays [B;...], [I;...], [L;...].
if matches!(
self.s.get(self.i..self.i + 2),
Some([b'B' | b'I' | b'L', b';'])
) {
self.i += 2;
}
self.ws();
if self.peek() == Some(b']') {
self.i += 1;
return Ok(Value::Array(list));
}
loop {
list.push(self.value()?);
self.ws();
match self.peek() {
Some(b',') => self.i += 1,
Some(b']') => {
self.i += 1;
return Ok(Value::Array(list));
}
_ => return Err("expected ',' or ']'".into()),
}
}
}
fn unquoted(&mut self) -> String {
let start = self.i;
while let Some(c) = self.peek() {
@@ -351,4 +384,22 @@ mod tests {
let t = to_text(&v, &mut |_| Text::empty());
assert_eq!(t.spans[0].style.font, None);
}
#[test]
fn snbt_nesting_is_bounded() {
let nest = |n: usize| format!("{}1{}", "[".repeat(n), "]".repeat(n));
assert!(parse_snbt(&nest(512)).is_ok());
assert!(parse_snbt(&nest(513)).is_err());
assert!(parse_snbt(&nest(100_000)).is_err());
}
#[test]
fn bare_words_that_look_numeric_stay_strings() {
let (v, _) = parse_snbt("{text:nan}").unwrap();
assert_eq!(v["text"], Value::String("nan".into()));
let (v, _) = parse_snbt("{text:Infinity}").unwrap();
assert_eq!(v["text"], Value::String("Infinity".into()));
let (v, _) = parse_snbt("{n:1.5}").unwrap();
assert_eq!(v["n"], Value::from(1.5));
}
}
+38 -1
View File
@@ -40,6 +40,10 @@ static BIDIRECTIONAL: AtomicBool = AtomicBool::new(false);
/// A source of resource files: the prepared root plus packs, highest priority last.
pub trait ResourceSource {
fn read(&self, path: &str) -> Option<Vec<u8>>;
/// Whether `path` is there, without reading it where the source can tell.
fn exists(&self, path: &str) -> bool {
self.read(path).is_some()
}
/// The namespaces under `assets/` (resource packs may add their own).
fn namespaces(&self) -> Vec<String> {
vec!["minecraft".into()]
@@ -56,6 +60,9 @@ impl ResourceSource for Bundled {
"assets/horizon/lang/ru_ru.json" => {
include_str!("../../horizon-client/assets/horizon/lang/ru_ru.json")
}
"assets/horizon/lang/uk_ua.json" => {
include_str!("../../horizon-client/assets/horizon/lang/uk_ua.json")
}
_ => return None,
};
Some(body.as_bytes().to_vec())
@@ -68,6 +75,9 @@ impl ResourceSource for std::path::PathBuf {
fn read(&self, path: &str) -> Option<Vec<u8>> {
std::fs::read(self.join(path)).ok()
}
fn exists(&self, path: &str) -> bool {
self.join(path).is_file()
}
fn namespaces(&self) -> Vec<String> {
std::fs::read_dir(self.join("assets"))
.into_iter()
@@ -190,7 +200,7 @@ pub fn available(sources: &[&dyn ResourceSource]) -> Vec<LanguageInfo> {
for (code, info) in value["language"].as_object().into_iter().flatten() {
// Only languages whose file exists somewhere are selectable.
let file = format!("assets/minecraft/lang/{code}.json");
if code != DEFAULT && !sources.iter().any(|s| s.read(&file).is_some()) {
if code != DEFAULT && !sources.iter().any(|s| s.exists(&file)) {
continue;
}
found.insert(
@@ -259,6 +269,11 @@ mod tests {
assert_eq!(en.get("horizon.options.controller"), Some("Controller"));
let ru = Language::load(&[&empty], "ru_ru");
assert_eq!(ru.get("horizon.options.controller"), Some("Геймпад"));
let uk = Language::load(&[&empty], "uk_ua");
assert_eq!(
uk.get("horizon.options.on_screen_keyboard"),
Some("Екранна клавіатура")
);
}
#[test]
@@ -284,4 +299,26 @@ mod tests {
);
assert_eq!(langs[1].label(), "Français (France)");
}
#[test]
fn languages_are_listed_without_reading_their_files() {
struct NoLangReads;
impl ResourceSource for NoLangReads {
fn read(&self, path: &str) -> Option<Vec<u8>> {
assert!(!path.contains("/lang/"), "read {path}");
(path == "assets/pack.mcmeta").then(|| {
br#"{"language":{"fr_fr":{"name":"French"},"de_de":{"name":"German"}}}"#
.to_vec()
})
}
fn exists(&self, path: &str) -> bool {
path == "assets/minecraft/lang/fr_fr.json"
}
}
let langs = available(&[&NoLangReads]);
assert_eq!(
langs.iter().map(|l| l.code.as_str()).collect::<Vec<_>>(),
["en_us", "fr_fr"]
);
}
}
+2 -1
View File
@@ -91,6 +91,7 @@ pub fn effect(id: &str) -> Option<&'static EffectDef> {
/// Namespaced effect ids for mob effect storage.
pub fn namespaced(id: &'static str) -> &'static str {
static IDS: OnceLock<HashMap<&'static str, &'static str>> = OnceLock::new();
let key = id.strip_prefix("minecraft:").unwrap_or(id);
IDS.get_or_init(|| {
EFFECTS
.iter()
@@ -102,7 +103,7 @@ pub fn namespaced(id: &'static str) -> &'static str {
})
.collect()
})
.get(id)
.get(key)
.copied()
.unwrap_or(id)
}
@@ -54,6 +54,12 @@ pub struct Registries {
pub function_tags: Vec<String>,
/// The block the source is looking at (relevant coordinates).
pub target_block: Option<[i32; 3]>,
/// `ClientSuggestionProvider.getSelectedEntities`: the UUID of the
/// entity under the crosshair (`Entity.getStringUUID`), if any.
pub selected_entities: Vec<String>,
/// `ClientSuggestionProvider.getAbsoluteCoordinates`: the exact point of
/// that block hit, each coordinate as `%.2f` (`Locale.ROOT`).
pub target_point: Option<[String; 3]>,
/// Every registry's element and tag ids (`minecraft:item` -> ...), as
/// the server's registry access and reloadable registries hold them.
pub by_registry: BTreeMap<String, RegistryIds>,
+16 -4
View File
@@ -662,10 +662,22 @@ pub fn name_shown(own: Option<&Team>, viewer: Option<&Team>, v: NameView) -> boo
}
!v.hud_hidden && !v.is_camera && visible && !v.is_vehicle
}
/// `ServerPlayer.die`: whether a player's death message reaches the player
/// themselves (the team broadcasts leave out the dying player).
pub fn own_death_message_shown(team: Option<&Team>) -> bool {
team.is_none_or(|t| t.death_message_visibility == Visibility::Always)
/// `ServerPlayer.die`: whether `other` hears the death message of `dying`
/// (`broadcastSystemMessage`, `broadcastSystemToTeam` or
/// `broadcastSystemToAllExceptTeam`, by the team's death message visibility).
pub fn death_message_reaches(board: &Scoreboard, dying: &str, other: &str) -> bool {
let Some(team) = board.players_team(dying) else {
return true;
};
let same_team = board
.players_team(other)
.is_some_and(|t| t.name == team.name);
match team.death_message_visibility {
Visibility::Always => true,
Visibility::Never => false,
Visibility::HideForOtherTeams => same_team && other != dying,
Visibility::HideForOwnTeam => !same_team,
}
}
// ---- objectives and scores ---------------------------------------------
+30 -25
View File
@@ -403,31 +403,7 @@ impl Text {
continue;
}
let Some(code) = chars.next() else { break };
let code = code.to_ascii_lowercase();
let next = if let Some(c) = COLORS.iter().find(|c| c.0 == code) {
// Style.applyLegacyFormat: a colour clears the decorations.
Style {
color: Some(c.2),
bold: Some(false),
italic: Some(false),
underlined: Some(false),
strikethrough: Some(false),
obfuscated: Some(false),
..style.clone()
}
} else {
let mut s = style.clone();
match code {
'k' => s.obfuscated = Some(true),
'l' => s.bold = Some(true),
'm' => s.strikethrough = Some(true),
'n' => s.underlined = Some(true),
'o' => s.italic = Some(true),
'r' => s = span.style.clone(),
_ => {}
}
s
};
let next = legacy_format(&style, code, &span.style);
if next != style {
if !current.is_empty() {
out.spans.push(Span {
@@ -588,6 +564,35 @@ fn style_json(style: &Style) -> Vec<(String, Value)> {
out
}
/// `Style.applyLegacyFormat` for the code after a `§`, `§r` going back to
/// `reset` (`StringDecomposer.iterateFormatted`); an unknown code changes nothing.
pub fn legacy_format(style: &Style, code: char, reset: &Style) -> Style {
let code = code.to_ascii_lowercase();
if let Some(c) = COLORS.iter().find(|c| c.0 == code) {
// A colour clears the decorations.
return Style {
color: Some(c.2),
bold: Some(false),
italic: Some(false),
underlined: Some(false),
strikethrough: Some(false),
obfuscated: Some(false),
..style.clone()
};
}
let mut s = style.clone();
match code {
'k' => s.obfuscated = Some(true),
'l' => s.bold = Some(true),
'm' => s.strikethrough = Some(true),
'n' => s.underlined = Some(true),
'o' => s.italic = Some(true),
'r' => s = reset.clone(),
_ => {}
}
s
}
/// TranslatableContents.decomposeTemplate: `%s` takes the next argument,
/// `%n$s` a numbered one and `%%` is a percent sign. Malformed templates are
/// shown verbatim.
@@ -60,6 +60,19 @@ pub fn edit_shortcut(
})
}
/// Windows reports AltGr as Ctrl plus Alt: the system presses a left Control
/// in front of the right Alt.
pub const ALTGR_IS_CTRL_ALT: bool = cfg!(windows);
/// Whether a key's text reaches the screen (`KeyboardHandler.textInput`, then
/// `charTyped` per code point). The edit modifier's shortcuts type nothing,
/// but `textInput` takes no modifiers: with AltGr held (Ctrl plus Alt where
/// `altgr_is_ctrl_alt`) the layout's third-level characters are text, as `/`
/// on ABNT2, `@`, `{` and `[` on German or the Polish letters.
pub fn types_text(edit_modifier: bool, alt: bool, altgr_is_ctrl_alt: bool) -> bool {
!edit_modifier || (altgr_is_ctrl_alt && alt)
}
/// `StringUtil.isAllowedChatCharacter`.
pub fn is_allowed_chat_character(c: char) -> bool {
c != '§' && c >= ' ' && c != '\u{7f}'
@@ -303,6 +316,22 @@ pub fn append_limited(value: &mut String, text: &str, max_chars: usize) -> bool
mod tests {
use super::*;
#[test]
fn altgr_types_text_where_it_is_ctrl_alt() {
// Plain keys and Shift type.
assert!(types_text(false, false, true));
assert!(types_text(false, false, false));
// Ctrl (Cmd) shortcuts do not.
assert!(!types_text(true, false, true));
assert!(!types_text(true, false, false));
// AltGr on Windows is Ctrl+Alt: ABNT2 `/`, German `@` type.
assert!(types_text(true, true, true));
// Where AltGr is its own modifier, Ctrl+Alt is a shortcut.
assert!(!types_text(true, true, false));
// Alt alone (macOS Option, Linux AltGr) types.
assert!(types_text(false, true, false));
}
#[test]
fn shortcuts_need_the_edit_modifier_alone() {
let c = Some('c');
+48 -13
View File
@@ -300,9 +300,8 @@ impl Default for KeyBinds {
}
}
/// Each default key once, in order: two mappings that share a default key
/// (Advancements and the debug profiler both on L) are one press of it, not
/// two (the second would close the screen the first opened). Vanilla clicks
/// both mappings, but the profiler one only acts with F3 held.
/// (Pick Block and the spectator hotbar both on the middle button) are one
/// press of it, not two.
fn distinct<T: PartialEq>(keys: Vec<T>) -> Vec<T> {
let mut out = Vec::with_capacity(keys.len());
for k in keys {
@@ -368,6 +367,25 @@ impl KeyBinds {
.map(|m| m.0)
.filter(move |n| self.get(n) == key)
}
/// The mappings bound to `key` that [`KeyBinds::translate_all`] follows:
/// all but the debug keys. Those act only with F3 held
/// (`KeyboardHandler.handleDebugKeys`, `debug_keys.rs` reads the physical
/// key and the binding itself); their defaults (A, S, D, T, L, 1 to 4...)
/// would otherwise turn the key back into its old gameplay meaning.
fn translated_mappings<'a>(&'a self, key: &'a str) -> impl Iterator<Item = &'static str> + 'a {
MAPPINGS
.iter()
.filter(|m| m.2 != "debug")
.map(|m| m.0)
.filter(move |n| self.get(n) == key)
}
/// Whether a mapping (other than a debug key) whose default is `key` was
/// bound elsewhere.
fn default_moved(&self, key: &str) -> bool {
MAPPINGS
.iter()
.any(|(n, d, c)| *d == key && *c != "debug" && !self.is_default(n))
}
/// Translate a physical key into the default key of the mapping it is
/// bound to, so game code written against vanilla defaults follows the
/// player's bindings. `None` means the key now does nothing; mouse
@@ -384,7 +402,7 @@ impl KeyBinds {
return vec![Ok(key)];
};
let bound: Vec<_> = self
.mappings_for(name)
.translated_mappings(name)
.filter_map(|mapping| {
let default = Self::default_of(mapping);
match key_code(default) {
@@ -397,10 +415,7 @@ impl KeyBinds {
return distinct(bound);
}
// An unbound key whose default meaning was moved elsewhere is inert.
if MAPPINGS
.iter()
.any(|(n, d, _)| *d == name && !self.is_default(n))
{
if self.default_moved(name) {
return Vec::new();
}
vec![Ok(key)]
@@ -413,7 +428,7 @@ impl KeyBinds {
pub fn translate_mouse_all(&self, button: MouseButton) -> Vec<Result<KeyCode, MouseButton>> {
let name = mouse_name(button);
let bound: Vec<_> = self
.mappings_for(&name)
.translated_mappings(&name)
.filter_map(|mapping| {
let default = Self::default_of(mapping);
match mouse_button(default) {
@@ -425,10 +440,7 @@ impl KeyBinds {
if !bound.is_empty() {
return distinct(bound);
}
if MAPPINGS
.iter()
.any(|(n, d, _)| *d == name && !self.is_default(n))
{
if self.default_moved(&name) {
return Vec::new();
}
vec![Err(button)]
@@ -508,6 +520,29 @@ mod tests {
assert_eq!(k.conflicts("key.forward"), ["key.jump"]);
}
#[test]
fn a_moved_key_keeps_no_default_action() {
// #3158: the debug keys (F3+A, F3+1...) share these keys' defaults,
// and must not hand them back their gameplay meaning.
let mut k = KeyBinds::default();
k.set("key.hotbar.1", "key.keyboard.q");
assert_eq!(k.translate_all(KeyCode::Digit1), []);
assert_eq!(
k.translate_all(KeyCode::KeyQ),
[Ok(KeyCode::KeyQ), Ok(KeyCode::Digit1)]
);
k.set("key.inventory", "key.keyboard.a");
k.set("key.left", "key.keyboard.e");
assert_eq!(k.translate_all(KeyCode::KeyA), [Ok(KeyCode::KeyE)]);
assert_eq!(k.translate_all(KeyCode::KeyE), [Ok(KeyCode::KeyA)]);
k.set("key.back", "key.keyboard.down");
assert_eq!(k.translate_all(KeyCode::KeyS), []);
// Keys left alone still act, and a moved debug key changes nothing.
k.set("key.debug.fpsCharts", "key.keyboard.9");
assert_eq!(k.translate_all(KeyCode::Digit2), [Ok(KeyCode::Digit2)]);
assert_eq!(k.translate_all(KeyCode::Digit9), [Ok(KeyCode::Digit9)]);
assert_eq!(k.translate_all(KeyCode::F3), [Ok(KeyCode::F3)]);
}
#[test]
fn display_names() {
assert_eq!(display_name("key.keyboard.w").plain(), "W");
assert_eq!(display_name("key.keyboard.slash").plain(), "/");
+67
View File
@@ -0,0 +1,67 @@
[package]
name = "horizon-client-render"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.90"
description = "The client's world data, rendering and screens: chunks, meshing, light, streaming, the renderer, the HUD, menus and settings; no gameplay"
[dependencies]
horizon-assets = { path = "../horizon-assets" }
horizon-bench = { path = "../horizon-bench" }
horizon-client-core = { path = "../horizon-client-core" }
horizon-client-input = { path = "../horizon-client-input" }
horizon-command = { path = "../horizon-command" }
horizon-core = { path = "../horizon-core" }
horizon-hdr = { path = "../horizon-hdr" }
horizon-items = { path = "../horizon-items" }
horizon-protocol = { path = "../horizon-protocol" }
horizon-shader-api = { path = "../horizon-shader-api" }
horizon-shaders = { path = "../horizon-shaders" }
horizon-telemetry = { path = "../horizon-telemetry", default-features = false, features = ["live"] }
horizon-theme = { path = "../horizon-theme" }
horizon-threads = { path = "../horizon-threads" }
horizon-world = { path = "../horizon-world" }
ab_glyph = "0.2.32"
bytemuck = { version = "1.24", features = ["derive"] }
# Sound (ALSA on Linux); the `audio` feature.
cpal = { version = "0.16", optional = true }
chrono = { version = "0.4.42", default-features = false, features = ["clock", "std"] }
flate2 = { version = "1.1.10", default-features = false, features = ["zlib-rs", "runtime_detection"] }
glam = "0.30"
log = "0.4"
miniz_oxide = "0.8"
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out"] }
png = "0.18"
pollster = "0.4"
serde = { version = "1", features = ["derive"] }
serde_json = { version = "1.0.151", features = ["raw_value"] }
sha2 = "0.10.9"
symphonia = { version = "0.5", default-features = false, features = ["ogg", "vorbis"] }
unicode-bidi = "0.3.18"
ureq = { version = "2", default-features = false, features = ["tls"] }
wgpu = { version = "30.0.1", default-features = false, features = ["std", "parking_lot", "vulkan", "metal", "wgsl", "naga-ir"] }
winit = "0.30.13"
zip = { version = "2", default-features = false, features = ["deflate"] }
[target.'cfg(unix)'.dependencies]
rustix = { version = "1", default-features = false, features = ["std", "time"] }
[target.'cfg(windows)'.dependencies]
wgpu = { version = "30.0.1", default-features = false, features = ["dx12"] }
[target.'cfg(not(target_os = "macos"))'.dependencies]
wgpu = { version = "30.0.1", default-features = false, features = ["gles"] }
[features]
# Sound output: horizon-client's `audio` feature.
audio = ["dep:cpal"]
# Helpers horizon-client's tests build their fixtures with.
test-support = []
[lints]
workspace = true
[dev-dependencies]
horizon-items = { path = "../horizon-items", features = ["test-support"] }
naga = { version = "30.0.1", features = ["wgsl-in", "hlsl-out", "msl-out", "spv-out"] }
@@ -0,0 +1,151 @@
//! Two offscreen frames presented in one window, without game resources or player data.
//! `cargo run --profile fast -p horizon-client-render --example compositor -- --smoke`
use horizon_client_render::gfx::compositor::Compositor;
use std::sync::Arc;
use winit::{
application::ApplicationHandler,
event::WindowEvent,
event_loop::{ActiveEventLoop, EventLoop},
window::{Window, WindowId},
};
struct Frames {
window: Arc<Window>,
compositor: Compositor,
textures: [wgpu::Texture; 2],
}
impl Frames {
fn new(event_loop: &ActiveEventLoop) -> horizon_client_render::Result<Self> {
let window = Arc::new(
event_loop.create_window(
Window::default_attributes()
.with_title("Compositor: red and blue views")
.with_inner_size(winit::dpi::PhysicalSize::new(640, 360)),
)?,
);
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_with_display_handle(
Box::new(window.clone()),
));
let surface = instance.create_surface(window.clone())?;
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
compatible_surface: Some(&surface),
..Default::default()
}))?;
let (device, queue) = pollster::block_on(adapter.request_device(&Default::default()))?;
let textures = [[0, 0, 255, 255], [255, 0, 0, 255]].map(|pixel| {
let size = wgpu::Extent3d {
width: 320,
height: 360,
depth_or_array_layers: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Offscreen view"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8Unorm,
usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
queue.write_texture(
texture.as_image_copy(),
&pixel.repeat(320 * 360),
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(320 * 4),
rows_per_image: Some(360),
},
size,
);
texture
});
let compositor = Compositor::new(
surface,
&adapter,
&device,
&queue,
window.inner_size().into(),
)?;
Ok(Self {
window,
compositor,
textures,
})
}
}
#[derive(Default)]
struct Demo {
frames: Option<Frames>,
error: Option<String>,
presented: usize,
smoke: bool,
}
impl ApplicationHandler for Demo {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.frames.is_none() {
match Frames::new(event_loop) {
Ok(frames) => self.frames = Some(frames),
Err(error) => {
self.error = Some(error.to_string());
event_loop.exit();
}
}
}
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _: WindowId, event: WindowEvent) {
let Some(f) = &mut self.frames else { return };
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::Resized(size) => f.compositor.resize(size.width, size.height),
// Uncovered pixels are black; resize smaller to exercise clipping.
WindowEvent::RedrawRequested
if f.compositor
.present(&[(&f.textures[0], [0, 0]), (&f.textures[1], [320, 0])]) =>
{
self.presented += 1;
if self.smoke && self.presented == 10 {
f.compositor.set_vsync(false);
f.compositor.resize(0, 0);
assert!(!f.compositor.present(&[]));
f.compositor.resize(u32::MAX, u32::MAX);
assert!(!f.compositor.present(&[]));
f.compositor.resize(400, 240);
let _ = f
.window
.request_inner_size(winit::dpi::PhysicalSize::new(400, 240));
}
if self.smoke && self.presented == 20 {
println!("compositor: 20 frames, resize, suspension and clipping passed");
event_loop.exit();
}
}
_ => {}
}
}
fn about_to_wait(&mut self, _: &ActiveEventLoop) {
if let Some(f) = &self.frames {
f.window.request_redraw();
}
}
}
fn main() -> horizon_client_render::Result<()> {
let mut demo = Demo {
smoke: std::env::args().any(|a| a == "--smoke"),
..Default::default()
};
EventLoop::new()?.run_app(&mut demo)?;
if let Some(error) = demo.error {
return Err(error.into());
}
if demo.smoke && demo.presented < 20 {
return Err("smoke test closed early".into());
}
Ok(())
}
@@ -42,11 +42,11 @@ impl HeightmapState for StateFacts {
}
#[derive(Clone)]
pub struct Properties(Arc<Vec<StateFacts>>);
#[cfg(test)]
#[cfg(any(test, feature = "test-support"))]
impl Properties {
/// Heightmap facts for tests, per state: (air, has a fluid, blocks
/// motion, blocks motion but is not leaves). State 0 is minecraft:air.
pub(crate) fn for_tests(states: &[(bool, bool, bool, bool)]) -> Self {
pub fn for_tests(states: &[(bool, bool, bool, bool)]) -> Self {
Self(Arc::new(
states
.iter()
@@ -196,7 +196,7 @@ impl Assets {
impl RenderAssets {
pub fn load(root: &Path, assets: &Assets) -> Result<Self> {
let registry = assets.registry;
let mut sprites = crate::sprites::Sprites::default();
let mut sprites = crate::sprites::Sprites::with_disk_cache(root);
for name in MATERIALS {
sprites.insert(root, &format!("minecraft:block/{name}"))?;
}
@@ -217,6 +217,7 @@ impl RenderAssets {
for stage in 0..10 {
sprites.insert(root, &format!("minecraft:block/destroy_stage_{stage}"))?;
}
sprites.save_disk_cache();
sprites.finish();
// `finish` grows the buffer by doubling: keep only the bytes in use.
sprites.pixels.shrink_to_fit();
@@ -187,7 +187,14 @@ pub fn list_textures(root: &Path) -> Vec<String> {
};
for e in entries.flatten() {
let p = e.path();
if p.is_dir() {
// `file_type` comes with the listing; `Path::is_dir` is a stat per
// entry, kept for links (which it follows).
let dir = match e.file_type() {
Ok(t) if t.is_symlink() => p.is_dir(),
Ok(t) => t.is_dir(),
Err(_) => p.is_dir(),
};
if dir {
stack.push(p);
} else if p.extension().is_some_and(|x| x == "png")
&& let Ok(rel) = p.strip_prefix(&base)
File renamed without changes.
File renamed without changes.
File renamed without changes.
@@ -256,6 +256,10 @@ impl Biomes {
.copied()
.unwrap_or(0)
}
/// Whether the game has the biome `name`.
pub fn contains(&self, name: &str) -> bool {
self.index.contains_key(name)
}
pub fn get(&self, id: u16) -> &BiomeInfo {
&self.list[usize::from(id).min(self.list.len() - 1)]
}
@@ -654,10 +654,20 @@ fn sign_text_calls(
.collect()
}
/// How far the text of an outlined call sits in front of its outline, in
/// text units (`Font.DisplayMode.POLYGON_OFFSET`, see `draw_text`).
const TEXT_OVER_OUTLINE: f32 = 0.05;
/// Draws a text call with the font atlas: 8x8 glyph cells, the outline as
/// eight one-pixel offsets under the text.
///
/// `TextFeatureRenderer.renderText` draws the outline glyphs NORMAL and the
/// text over them POLYGON_OFFSET, so the coplanar text always wins the depth
/// test. Here both share one mesh, so the text is lifted a hair towards the
/// reader instead (a twentieth of a font pixel, invisible) rather than
/// z-fighting with the outline under it.
fn draw_text(scene: &Scene, call: &TextCall, out: &mut Vec<Vertex>) {
let mut emit = |dx: f32, dy: f32, argb: u32| {
let mut emit = |dx: f32, dy: f32, z: f32, argb: u32| {
let mut x = call.x + dx;
let y0 = call.y + dy;
for ch in call.text.chars() {
@@ -672,7 +682,7 @@ fn draw_text(scene: &Scene, call: &TextCall, out: &mut Vec<Vertex>) {
normal: [0; 4],
pos: call
.matrix
.transform_point3(Vec3::new(cx, cy, 0.0))
.transform_point3(Vec3::new(cx, cy, z))
.to_array(),
uv,
layer: 0,
@@ -697,10 +707,15 @@ fn draw_text(scene: &Scene, call: &TextCall, out: &mut Vec<Vertex>) {
(0.0, 1.0),
(1.0, 1.0),
] {
emit(dx, dy, call.outline);
emit(dx, dy, 0.0, call.outline);
}
}
emit(0.0, 0.0, call.color);
let z = if call.outline != 0 {
TEXT_OVER_OUTLINE
} else {
0.0
};
emit(0.0, 0.0, z, call.color);
}
/// Block-entity fields the level ticks, at one position (vanilla's own field
@@ -2258,6 +2273,69 @@ mod tests {
assert_eq!(out[2].uv, [0.5, 0.5]);
}
/// TextFeatureRenderer.renderText: an outlined call's text is drawn over
/// its outline (Font.DisplayMode.POLYGON_OFFSET), never level with it,
/// and plain text stays on the sign's plane.
#[test]
fn outlined_sign_text_sits_in_front_of_its_outline() {
let world = World::new(BlockStateId(0), 1);
let sprites = HashMap::new();
let glyph = |_: char| {
let rect = Rect {
u0: 0.0,
v0: 0.0,
u1: 0.0625,
v1: 0.0625,
w: 8,
h: 8,
};
(Some(rect), 6.0)
};
let scene = Scene {
camera: DVec3::ZERO,
orientation: Quat::IDENTITY,
anim: &|_| BlockAnim::default(),
texts: None,
partial: 0.0,
game_time: 0,
max_y: 320,
world: &world,
sprites: &sprites,
nether: false,
lid: &|_| 0.0,
sign: &|_| None,
banner: &|_| Vec::new(),
skull: &|_| None,
glyph: &glyph,
glyphs: 0,
};
let mut call = TextCall {
matrix: Mat4::IDENTITY,
x: 0.0,
y: 0.0,
text: "Hi".into(),
color: 0xFFFF_FF00,
outline: 0xFF33_3300,
light: 240 | 240 << 8,
};
let mut out = Vec::new();
draw_text(&scene, &call, &mut out);
// Eight outline copies, then the text, four corners a glyph.
assert_eq!(out.len(), 9 * 2 * 4);
let (outline, text) = out.split_at(8 * 2 * 4);
let front = outline.iter().map(|v| v.pos[2]).fold(f32::MIN, f32::max);
assert!(
text.iter().all(|v| v.pos[2] > front),
"text z {:?} not in front of the outline at {front}",
text.iter().map(|v| v.pos[2]).collect::<Vec<_>>()
);
call.outline = 0;
out.clear();
draw_text(&scene, &call, &mut out);
assert_eq!(out.len(), 2 * 4);
assert!(out.iter().all(|v| v.pos[2] == 0.0));
}
#[test]
fn cached_sign_text_matches_and_follows_changes() {
let renderer = BlockEntityRenderer {
@@ -14,14 +14,19 @@ pub use horizon_client_core::potions::{
BASE_POTION_COLOR, Category, EFFECTS, EffectDef, POTIONS, PotionDef, effect, namespaced,
potion, potion_color,
};
/// `MobEffectUtil.formatDuration` at 20 TPS: m:ss or h:mm:ss.
/// `MobEffectUtil.formatDuration` at 20 TPS.
pub fn format_duration(ticks: i32) -> String {
let secs = ticks / 20;
format_tick_duration(ticks, 20.0)
}
/// `StringUtil.formatTickDuration`: mm:ss, or hh:mm:ss from an hour up, every
/// field two digits.
pub fn format_tick_duration(ticks: i32, tick_rate: f32) -> String {
let secs = (ticks as f32 / tick_rate).floor() as i32;
let (h, m, s) = (secs / 3600, secs / 60 % 60, secs % 60);
if h > 0 {
format!("{h}:{m:02}:{s:02}")
format!("{h:02}:{m:02}:{s:02}")
} else {
format!("{m}:{s:02}")
format!("{m:02}:{s:02}")
}
}
/// `item.minecraft.potion.effect.<name>` style translation key for a potion item.
@@ -317,10 +322,14 @@ mod tests {
potion_name_key("minecraft:splash_potion", Some("minecraft:long_swiftness")),
"item.minecraft.splash_potion.effect.swiftness"
);
assert_eq!(format_duration(9600), "8:00");
assert_eq!(format_duration(450), "0:22");
assert_eq!(format_duration(9600), "08:00");
assert_eq!(format_duration(450), "00:22");
assert_eq!(format_duration(140), "00:07");
assert_eq!(format_duration(1800), "01:30");
assert_eq!(format_duration(72000), "01:00:00");
assert_eq!(format_tick_duration(9600, 40.0), "04:00");
let t = tooltip(Some("minecraft:strong_poison"), 1.0, &|_| None);
assert_eq!(t[0].0, "poison II (0:21)");
assert_eq!(t[0].0, "poison II (00:21)");
assert_eq!(POTIONS.len(), 46);
}
@@ -377,4 +386,23 @@ mod tests {
stand.tick(&brewing, &items, &providers);
assert_eq!(stand.brew_time, 0);
}
/// #3312: `PotionContents.getPotionDescription` names the effects with
/// translatable components, so a Russian game reads them from ru_ru.json
/// (the prepared one; skipped without it), as the tooltip's other lines.
#[test]
fn effect_lines_read_the_selected_language() {
let root = std::path::PathBuf::from(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root.join("assets/minecraft/lang/ru_ru.json").exists() {
return;
}
let ru = crate::lang::Language::load(&[&root], "ru_ru");
let translate = |key: &str| ru.get(key).map(str::to_owned);
let lines = tooltip(Some("minecraft:turtle_master"), 0.125, &translate);
assert_eq!(lines.len(), 2);
assert!(lines[0].0.starts_with("Замедление IV ("), "{lines:?}");
assert!(lines[1].0.starts_with("Сопротивление III ("), "{lines:?}");
}
}
@@ -653,18 +653,57 @@ pub fn modify_fov_based_on_death_or_fluid(
fov
}
/// `ClientAvatarState`: the walked distance and view bob of a player.
/// `ClientAvatarState`: the walked distance, view bob and cloak of a player.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
pub struct AvatarBob {
pub walk_dist: f32,
pub walk_dist_o: f32,
pub bob: f32,
pub bob_o: f32,
/// `xCloak`, `yCloak`, `zCloak`: a point trailing the player, which the cape leans from.
pub cloak: [f64; 3],
pub cloak_o: [f64; 3],
}
impl AvatarBob {
/// `ClientAvatarState.tick` (at the start of `AbstractClientPlayer.tick`).
pub fn tick(&mut self) {
/// `ClientAvatarState.tick` (at the start of `AbstractClientPlayer.tick`)
/// with the player's position then: `moveCloak` eases the cloak a quarter
/// of the way there, or puts it there from 10 blocks away.
pub fn tick(&mut self, position: [f64; 3]) {
self.walk_dist_o = self.walk_dist;
self.cloak_o = self.cloak;
for i in 0..3 {
let d = position[i] - self.cloak[i];
if d > 10.0 || d < -10.0 {
self.cloak[i] = position[i];
self.cloak_o[i] = position[i];
} else {
self.cloak[i] += d * 0.25;
}
}
}
/// `AvatarRenderer.extractCapeState`: the cape's `capeFlap`, `capeLean`
/// and `capeLean2` (degrees) for the player at `position` (interpolated)
/// with its body turned `body_yaw` and its `fallFlyingScale`.
pub fn cape(
&self,
partial: f32,
position: [f64; 3],
body_yaw: f32,
fall_flying_scale: f32,
) -> [f32; 3] {
let d: [f64; 3] = std::array::from_fn(|i| {
lerp_d(f64::from(partial), self.cloak_o[i], self.cloak[i]) - position[i]
});
let rad = f64::from(body_yaw * DEG_TO_RAD);
let (sin, cos) = (f64::from(trig::sin(rad)), f64::from(-trig::cos(rad)));
let mut flap = (d[1] as f32 * 10.0).clamp(-6.0, 32.0);
let lean = ((d[0] * sin + d[2] * cos) as f32 * 100.0 * (1.0 - fall_flying_scale))
.clamp(0.0, 150.0);
let lean2 = ((d[0] * cos - d[2] * sin) as f32 * 100.0).clamp(-20.0, 20.0);
let bob = self.interpolated_bob(partial);
let walk = lerp(partial, self.walk_dist_o, self.walk_dist);
flap += trig::sin(f64::from(walk * 6.0)) * 32.0 * bob;
[flap, lean, lean2]
}
/// `LocalPlayer.move`: `addWalkedDistance(Mth.length(dx, dz) * 0.6F)`
/// with the float horizontal displacement.
@@ -795,6 +834,23 @@ pub fn spinning_effect_matrix(intensity: f32, angle_degrees: f32) -> glam::Mat4
#[cfg(test)]
mod tests {
/// `moveCloak` trails a quarter of the way, jumps from 10 blocks away; the
/// cape leans back as the player walks forward (south, body yaw 0).
#[test]
fn the_cloak_trails_the_player() {
let mut a = super::AvatarBob::default();
a.tick([0.0, 64.0, 0.0]);
assert_eq!((a.cloak, a.cloak_o), ([0.0, 64.0, 0.0], [0.0, 64.0, 0.0]));
a.tick([0.0, 64.0, 1.0]);
assert_eq!(a.cloak, [0.0, 64.0, 0.25]);
let [flap, lean, lean2] = a.cape(1.0, [0.0, 64.0, 1.0], 0.0, 0.0);
assert_eq!((flap, lean, lean2), (0.0, 75.0, 0.0));
// Falling lifts the flap, at most 32 degrees.
assert_eq!(a.cape(1.0, [0.0, 60.0, 0.25], 0.0, 0.0)[0], 32.0);
// Gliding takes the lean away.
assert_eq!(a.cape(1.0, [0.0, 64.0, 1.0], 0.0, 1.0)[1], 0.0);
}
#[test]
fn depth_far_covers_the_cloud_range() {
// renderDistance 2 with the default Cloud Distance (128 chunks).
@@ -653,6 +653,42 @@ pub struct Commands<'a> {
pub registries: &'a Registries,
}
/// `CommandSuggestions`' constructor arguments: how a screen's suggestions
/// parse and where they are drawn.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct SuggestLayout {
/// `commandsOnly`: the input is a command without a leading `/`.
pub commands_only: bool,
/// `onlyShowIfCursorPastError`: completions from the command's start,
/// not only past the `/`.
pub only_past_error: bool,
/// `suggestionLineLimit`.
pub line_limit: usize,
/// `anchorToBottom`: the list and usage over a box at the bottom, else
/// under one at the top (y 72).
pub anchor_to_bottom: bool,
/// `fillColor`: behind the list and the usage lines.
pub fill: i32,
}
impl SuggestLayout {
/// ChatScreen.init's `CommandSuggestions`.
pub const CHAT: Self = Self {
commands_only: false,
only_past_error: false,
line_limit: 10,
anchor_to_bottom: true,
fill: FILL,
};
/// AbstractCommandBlockEditScreen.init's `CommandSuggestions`.
pub const COMMAND_BLOCK: Self = Self {
commands_only: true,
only_past_error: true,
line_limit: 7,
anchor_to_bottom: false,
fill: i32::MIN,
};
}
/// The open chat screen: vanilla's `ChatScreen` with its `EditBox` and
/// `CommandSuggestions` (argument colouring, usage lines, parse errors,
/// the suggestion list, Tab completion, history).
@@ -680,6 +716,7 @@ pub struct ChatScreen {
pub auto_suggestions: bool,
/// `CommandSuggestions.setRestrictions`: what the Chat option allows.
pub abilities: ChatAbilities,
pub layout: SuggestLayout,
}
/// Local completions waiting for the server's reply to request `id`.
struct Awaiting {
@@ -750,6 +787,43 @@ impl ChatScreen {
keep_suggestions: false,
auto_suggestions: true,
abilities,
layout: SuggestLayout::CHAT,
};
s.update_command_info(m, c);
s
}
/// `AbstractCommandBlockEditScreen.init`: the command box at the top,
/// focused, holding `command`, with suggestions from the start.
pub fn command_block(
m: &Measure,
c: &Commands,
command: &str,
width: i32,
height: i32,
) -> Self {
let mut input = TextField::new(width / 2 - 150, 50, 300, 20);
input.max_length = 32500;
input.focused = true;
input.set_value(m, command);
let mut s = Self {
input,
width,
height,
history_buffer: String::new(),
history_pos: 0,
parse: None,
pending: None,
awaiting: None,
request: None,
suggestions: None,
usage: Vec::new(),
usage_position: 0,
usage_width: 0,
allow_suggestions: true,
keep_suggestions: false,
auto_suggestions: true,
abilities: ChatAbilities::new(ChatVisibility::Full),
layout: SuggestLayout::COMMAND_BLOCK,
};
s.update_command_info(m, c);
s
@@ -768,7 +842,11 @@ impl ChatScreen {
let value = self.input.value.clone();
let auto = self.auto_suggestions;
let abilities = self.abilities;
*self = Self::new(m, c, &value, self.history_pos, width, height, abilities);
*self = if self.layout == SuggestLayout::CHAT {
Self::new(m, c, &value, self.history_pos, width, height, abilities)
} else {
Self::command_block(m, c, &value, width, height)
};
self.auto_suggestions = auto;
}
}
@@ -814,11 +892,18 @@ impl ChatScreen {
self.usage.clear();
let cursor = self.input.cursor;
let cursor_b = byte_at(&command, cursor);
if command.starts_with('/') {
let slash = command.starts_with('/');
if self.layout.commands_only || slash {
let start = usize::from(slash);
if self.parse.is_none() {
self.parse = Some(c.dispatcher.parse_at(&command, 1, c.registries));
self.parse = Some(c.dispatcher.parse_at(&command, start, c.registries));
}
if cursor >= 1 && (self.suggestions.is_none() || !self.keep_suggestions) {
let from = if self.layout.only_past_error {
start
} else {
1
};
if cursor >= from && (self.suggestions.is_none() || !self.keep_suggestions) {
let parse = self.parse.as_ref().expect("parsed above");
let (range, list, ask) =
c.dispatcher
@@ -1002,7 +1087,11 @@ impl ChatScreen {
0,
self.input.screen_x(m, 0) + self.input.inner_width() - width,
);
let y = self.height - 12;
let y = if self.layout.anchor_to_bottom {
self.height - 12
} else {
72
};
// sortSuggestions: those starting with the word at the cursor first.
let partial = &value[..byte_at(&value, self.input.cursor)];
let word = partial[last_word_index(partial)..].to_lowercase();
@@ -1011,9 +1100,16 @@ impl ChatScreen {
s.text.starts_with(&word) || s.text.starts_with(&format!("minecraft:{word}"))
});
first.extend(rest);
let n = first.len().min(10) as i32;
// SuggestionsList: beside a bordered box, or over an unbordered one.
let n = first.len().min(self.layout.line_limit) as i32;
let bordered = i32::from(self.input.bordered);
let top = if self.layout.anchor_to_bottom {
y - 3 - n * 12
} else {
y - bordered
};
let mut l = SuggestionList {
rect: [x - 1, y - 3 - n * 12, width + 1, n * 12],
rect: [x - (1 - bordered), top, width + 1, n * 12],
original: value,
list: first,
offset: 0,
@@ -1042,11 +1138,12 @@ impl ChatScreen {
}
fn cycle(&mut self, l: &mut SuggestionList, dir: isize) {
self.select(l, l.current as isize + dir);
let max = l.list.len().saturating_sub(10);
let limit = self.layout.line_limit;
let max = l.list.len().saturating_sub(limit);
if l.current < l.offset {
l.offset = l.current.min(max);
} else if l.current > l.offset + 9 {
l.offset = (l.current as isize + 1 - 10).clamp(0, max as isize) as usize;
} else if l.current >= l.offset + limit {
l.offset = (l.current as isize + 1 - limit as isize).clamp(0, max as isize) as usize;
}
}
/// `SuggestionsList.useSuggestion`.
@@ -1074,7 +1171,57 @@ impl ChatScreen {
ctrl: bool,
) -> ChatAction {
use winit::keyboard::KeyCode as K;
// CommandSuggestions.keyPressed.
if self.suggestions_key(m, c, key, shift) {
return ChatAction::None;
}
match key {
K::Escape => return ChatAction::Close,
K::Enter | K::NumpadEnter => {
// ChatScreen.keyPressed: without `hasAllowedInput` the input
// stays, unsent, and the screen stays open.
if !self.abilities.allows(&self.input.value) {
return ChatAction::None;
}
return ChatAction::Submit(self.normalized());
}
K::ArrowUp => self.move_in_history(m, c, history, -1),
K::ArrowDown => self.move_in_history(m, c, history, 1),
_ => {
self.field_key(m, c, key, shift, ctrl);
}
}
ChatAction::None
}
/// The input box's own keys (`EditBox.keyPressed`), the suggestions
/// following an edit: whether the box took the key.
pub fn field_key(
&mut self,
m: &Measure,
c: &Commands,
key: winit::keyboard::KeyCode,
shift: bool,
ctrl: bool,
) -> bool {
match self.input.key(m, key, shift, ctrl) {
Some(changed) => {
if changed {
self.edited(m, c);
}
true
}
None => false,
}
}
/// `CommandSuggestions.keyPressed`: the list's arrows, Tab and Escape,
/// and Tab to show it. True when the suggestions took the key.
pub fn suggestions_key(
&mut self,
m: &Measure,
c: &Commands,
key: winit::keyboard::KeyCode,
shift: bool,
) -> bool {
use winit::keyboard::KeyCode as K;
if let Some(mut l) = self.suggestions.take() {
let handled = match key {
K::ArrowUp | K::ArrowDown => {
@@ -1091,37 +1238,18 @@ impl ChatScreen {
}
K::Escape => {
self.input.suggestion = None;
return ChatAction::None;
return true;
}
_ => false,
};
self.suggestions = Some(l);
if handled {
return ChatAction::None;
}
handled
} else if key == K::Tab {
self.show_suggestions(m);
return ChatAction::None;
true
} else {
false
}
match key {
K::Escape => return ChatAction::Close,
K::Enter | K::NumpadEnter => {
// ChatScreen.keyPressed: without `hasAllowedInput` the input
// stays, unsent, and the screen stays open.
if !self.abilities.allows(&self.input.value) {
return ChatAction::None;
}
return ChatAction::Submit(self.normalized());
}
K::ArrowUp => self.move_in_history(m, c, history, -1),
K::ArrowDown => self.move_in_history(m, c, history, 1),
_ => {
if self.input.key(m, key, shift, ctrl) == Some(true) {
self.edited(m, c);
}
}
}
ChatAction::None
}
/// `ChatScreen.moveInHistory`.
fn move_in_history(&mut self, m: &Measure, c: &Commands, history: &[String], dir: isize) {
@@ -1175,7 +1303,7 @@ impl ChatScreen {
if !l.contains(mouse.0, mouse.1) {
return false;
}
let max = l.list.len().saturating_sub(10) as i32;
let max = l.list.len().saturating_sub(self.layout.line_limit) as i32;
l.offset = ((l.offset as f64 - amount.clamp(-1.0, 1.0)) as i32).clamp(0, max) as usize;
true
}
@@ -1246,7 +1374,9 @@ impl ChatScreen {
) -> Vec<Draw> {
let (w, h) = (self.width, self.height);
let mut out = Vec::new();
d::fill(&mut out, 2, h - 14, w - 2, h - 2, background);
if self.layout.anchor_to_bottom {
d::fill(&mut out, 2, h - 14, w - 2, h - 2, background);
}
let format = |s: &str, o: usize| self.format(s, o);
self.input.draw(&mut out, m, blink_ms, Some(&format));
if let Some(mut l) = self.suggestions.take() {
@@ -1254,14 +1384,18 @@ impl ChatScreen {
self.suggestions = Some(l);
} else {
for (i, line) in self.usage.iter().enumerate() {
let y = h - 27 - 12 * i as i32;
let y = if self.layout.anchor_to_bottom {
h - 27 - 12 * i as i32
} else {
72 + 12 * i as i32
};
d::fill(
&mut out,
self.usage_position - 1,
y,
self.usage_position + self.usage_width + 1,
y + 12,
FILL,
self.layout.fill,
);
d::text(&mut out, line.clone(), self.usage_position, y + 2, -1, true);
}
@@ -1275,7 +1409,7 @@ impl ChatScreen {
l: &mut SuggestionList,
mouse: (i32, i32),
) {
let limit = l.list.len().min(10);
let limit = l.list.len().min(self.layout.line_limit);
let [rx, ry, rw, rh] = l.rect;
let has_prev = l.offset > 0;
let has_next = l.list.len() > l.offset + limit;
@@ -1284,8 +1418,8 @@ impl ChatScreen {
l.last_mouse = mouse;
}
if has_prev || has_next {
d::fill(out, rx, ry - 1, rx + rw, ry, FILL);
d::fill(out, rx, ry + rh, rx + rw, ry + rh + 1, FILL);
d::fill(out, rx, ry - 1, rx + rw, ry, self.layout.fill);
d::fill(out, rx, ry + rh, rx + rw, ry + rh + 1, self.layout.fill);
if has_prev {
for x in (0..rw).step_by(2) {
d::fill(out, rx + x, ry - 1, rx + x + 1, ry, -1);
@@ -1300,7 +1434,7 @@ impl ChatScreen {
let mut hovered = false;
for i in 0..limit {
let y = ry + 12 * i as i32;
d::fill(out, rx, y, rx + rw, y + 12, FILL);
d::fill(out, rx, y, rx + rw, y + 12, self.layout.fill);
if mouse.0 > rx && mouse.0 < rx + rw && mouse.1 > y && mouse.1 < y + 12 {
if moved {
self.select(l, (i + l.offset) as isize);
File renamed without changes.
@@ -230,7 +230,7 @@ pub struct Info {
/// `VibrationSelector`: the closest, then highest-frequency candidate of a tick.
#[derive(Clone, Debug, Default, PartialEq)]
pub struct Selector {
pub(crate) current: Option<(Info, i64)>,
pub current: Option<(Info, i64)>,
}
/// `VibrationSystem.Data`.
#[derive(Clone, Debug, Default, PartialEq)]
@@ -278,7 +278,7 @@ pub struct SpawnData {
/// Which `SpawnData` is next: one of the potentials (the same object in
/// vanilla, so changing it changes the potential) or its own.
#[derive(Clone, Debug, PartialEq)]
pub(crate) enum Next {
pub enum Next {
Potential(usize),
Own(SpawnData),
}
@@ -288,7 +288,7 @@ pub struct Spawner {
pub spawn_delay: i32,
/// `SpawnPotentials`: data and weight.
pub potentials: Vec<(SpawnData, i32)>,
pub(crate) next: Option<Next>,
pub next: Option<Next>,
pub min_spawn_delay: i32,
pub max_spawn_delay: i32,
pub spawn_count: i32,
@@ -42,6 +42,45 @@ pub fn recipe_used_key(id: &str) -> String {
/// A hopper's slots: the only plain container with five.
pub const HOPPER_SLOTS: usize = 5;
/// `getDefaultName` of the `BaseContainerBlockEntity` that `block` holds: the
/// translation key of its menu's title when it has no custom name. Copper
/// chests hold a `ChestBlockEntity`, shulker boxes of every colour a
/// `ShulkerBoxBlockEntity`.
pub fn default_name_key(block: &str) -> Option<&'static str> {
Some(match block {
"minecraft:chest" | "minecraft:trapped_chest" => "container.chest",
n if n.ends_with("copper_chest") => "container.chest",
"minecraft:barrel" => "container.barrel",
n if n.ends_with("shulker_box") => "container.shulkerBox",
"minecraft:dispenser" => "container.dispenser",
"minecraft:dropper" => "container.dropper",
"minecraft:hopper" => "container.hopper",
"minecraft:furnace" => "container.furnace",
"minecraft:smoker" => "container.smoker",
"minecraft:blast_furnace" => "container.blast_furnace",
"minecraft:brewing_stand" => "container.brewing",
"minecraft:crafter" => "container.crafter",
_ => return None,
})
}
/// `BaseContainerBlockEntity.getDisplayName` (`getName`), the title of the
/// `ClientboundOpenScreenPacket` that opens it: the block entity's custom
/// name (`CustomName`, a literal), else its default name.
pub fn display_name(custom: Option<&str>, default_key: &str) -> horizon_world::nbt::Tag {
match custom {
Some(name) => horizon_protocol::text::literal(name),
None => horizon_protocol::text::translatable(default_key, &[]),
}
}
/// `ChestBlock.MENU_PROVIDER_COMBINER`'s `getDisplayName` for a double chest:
/// the first half's custom name (the right half, `DoubleBlockCombiner`'s
/// `FIRST`), else the second's, else `container.chestDouble`.
pub fn double_chest_name(first: Option<&str>, second: Option<&str>) -> horizon_world::nbt::Tag {
display_name(first.or(second), "container.chestDouble")
}
impl Campfire {
/// `placeFood`'s slot: the first empty one, given the item's
/// `campfire_cooking` time; it takes one item of `held`.
@@ -378,6 +417,58 @@ impl BlockEntity {
}
pub use crate::providers::Providers;
/// A `ChestBlock`, which `ChestBlock.combine` can join into a double chest:
/// chests, trapped chests and copper chests in every weathering state, waxed
/// or not (`CopperChestBlock` extends `ChestBlock`). Ender chests are
/// `EnderChestBlock`s and always single.
pub fn is_chest_block(name: &str) -> bool {
matches!(name, "minecraft:chest" | "minecraft:trapped_chest") || name.ends_with("copper_chest")
}
/// A chest block's name with its `type` and `facing` properties.
#[derive(Clone, Copy, Debug)]
pub struct ChestHalf<'a> {
pub block: &'a str,
pub kind: &'a str,
pub facing: &'a str,
}
impl ChestHalf<'_> {
/// `ChestBlock.getConnectedDirection` as an (x, z) step to the other
/// half: clockwise from the facing for a left half, counter-clockwise for
/// a right one. None for a single chest.
pub fn connected_step(&self) -> Option<(i32, i32)> {
let step = |facing: &str| match facing {
"north" => Some((0, -1)),
"south" => Some((0, 1)),
"west" => Some((-1, 0)),
"east" => Some((1, 0)),
_ => None,
};
let (x, z) = step(self.facing)?;
// Turning clockwise seen from above takes (x, z) to (-z, x).
match self.kind {
"left" => Some((-z, x)),
"right" => Some((z, -x)),
_ => None,
}
}
/// `DoubleBlockCombiner.combineWithNeigbour` as `ChestBlock.combine` calls
/// it: `other`, the block in this half's connected direction, is its other
/// half when it is the same block, a half of the other side and faces the
/// same way. Copper chests in different weathering states never join
/// (`CopperChestBlock` keeps both halves in one state instead).
pub fn pairs_with(&self, other: &ChestHalf) -> bool {
is_chest_block(self.block)
&& self.kind != "single"
&& other.block == self.block
&& other.kind != "single"
&& other.kind != self.kind
&& other.facing == self.facing
}
}
/// `AbstractFurnaceBlockEntity.createExperience`: `count * experience`, floored, and one
/// more with the chance of what is left over (a level random draw only when there is some).
pub fn create_experience(
@@ -395,6 +486,24 @@ pub fn create_experience(
xp
}
/// The `MenuType` the block entity of a one-block storage container opens
/// (`createMenu`): `ChestMenu.threeRows` for chests, trapped and copper chests
/// and barrels, `ShulkerBoxMenu` for shulker boxes of any colour (its
/// `ShulkerBoxSlot`s refuse shulker boxes), `DispenserMenu` for dispensers
/// and droppers, `HopperMenu` for hoppers. None for other blocks.
pub fn block_menu_type(block: &str) -> Option<&'static str> {
Some(match block {
"minecraft:chest" | "minecraft:trapped_chest" | "minecraft:barrel" => {
"minecraft:generic_9x3"
}
n if n.ends_with("copper_chest") => "minecraft:generic_9x3",
n if n.ends_with("shulker_box") => "minecraft:shulker_box",
"minecraft:dispenser" | "minecraft:dropper" => "minecraft:generic_3x3",
"minecraft:hopper" => "minecraft:hopper",
_ => return None,
})
}
#[cfg(test)]
mod tests {
use super::*;
@@ -3,6 +3,7 @@
//! Written to `crash-reports/crash-<yyyy-MM-dd_HH.mm.ss>-client.txt` in the game folder when
//! the main thread panics or `main` gets an error back. It leaves the machine only scrubbed, and
//! only if the player allows crash reports (`telemetry`).
use std::cell::{Cell, RefCell};
use std::fmt::Write as _;
use std::path::{Path, PathBuf};
use std::sync::Mutex;
@@ -14,6 +15,51 @@ use chrono::{DateTime, Local};
static DETAILS: Mutex<Vec<(&'static str, String)>> = Mutex::new(Vec::new());
static REPORTED: AtomicBool = AtomicBool::new(false);
thread_local! {
/// How many `contain` calls this thread is inside.
static CONTAINED: Cell<u32> = const { Cell::new(0) };
/// The message of the last panic `contain` caught on this thread, from the hook.
static CAUGHT: RefCell<Option<String>> = const { RefCell::new(None) };
}
/// Runs `f`, and returns a panic in it as an error with the panic's message instead of letting
/// it end the game. For work that is not the game's own and whose failure the caller recovers
/// from, such as handing a shader pack's programs to the GPU driver's compiler: the panic goes
/// to the log with its stack, and no crash report is made for it.
pub fn contain<T>(f: impl FnOnce() -> T) -> Result<T, String> {
CONTAINED.with(|c| c.set(c.get() + 1));
let result = std::panic::catch_unwind(std::panic::AssertUnwindSafe(f));
CONTAINED.with(|c| c.set(c.get() - 1));
result.map_err(|payload| {
CAUGHT
.with(|c| c.borrow_mut().take())
.unwrap_or_else(|| payload_text(&*payload))
})
}
/// For the hook: a panic inside `contain` is logged with its stack and kept for `contain` to
/// return. False for any other panic.
fn contained_panic(info: &std::panic::PanicHookInfo) -> bool {
if CONTAINED.with(Cell::get) == 0 {
return false;
}
let message = panic_message(info);
let stack = stack_lines(
&std::backtrace::Backtrace::force_capture().to_string(),
true,
);
log::error!(
"Recovered from an error: {message}\n{}",
stack
.lines()
.map(|l| format!("\tat {l}"))
.collect::<Vec<_>>()
.join("\n")
);
CAUGHT.with(|c| *c.borrow_mut() = Some(message));
true
}
/// Sets one line of the report's details (replacing the last value under `key`).
pub fn set_detail(key: &'static str, value: impl Into<String>) {
let mut details = DETAILS.lock().unwrap_or_else(|e| e.into_inner());
@@ -308,13 +354,35 @@ fn deliver(home: &Path, report: Report) -> Option<PathBuf> {
}
}
fn panic_message(info: &std::panic::PanicHookInfo) -> String {
let payload = info.payload();
let text = payload
/// The report for a hung server tick, written by the watchdog thread
/// (`ServerWatchdog`): the stuck thread's stack is not available to Rust, so
/// the report carries none.
pub fn report_watchdog(home: &Path, side: &'static str, message: String) -> Option<PathBuf> {
deliver(
home,
Report {
time: Local::now(),
description: "Watching Server".into(),
error: format!("{message} (Watching Server)"),
stack: String::new(),
thread: thread_name(),
side,
details: system_details(),
log: crate::logging::recent_lines(),
},
)
}
fn payload_text(payload: &(dyn std::any::Any + Send)) -> String {
payload
.downcast_ref::<&str>()
.map(|s| s.to_string())
.or_else(|| payload.downcast_ref::<String>().cloned())
.unwrap_or_else(|| "Box<dyn Any>".into());
.unwrap_or_else(|| "Box<dyn Any>".into())
}
fn panic_message(info: &std::panic::PanicHookInfo) -> String {
let text = payload_text(info.payload());
match info.location() {
Some(at) => format!("panicked at {at}:\n{text}"),
None => format!("panicked:\n{text}"),
@@ -330,7 +398,7 @@ pub fn stack_lines(backtrace: &str, from_panic: bool) -> String {
// separator the build machine used.
let manifest = env!("CARGO_MANIFEST_DIR").replace('\\', "/");
let root = manifest
.strip_suffix("crates/horizon-client")
.strip_suffix("crates/horizon-client-render")
.unwrap_or(&manifest);
let mut frames: Vec<(String, Option<String>)> = Vec::new();
for line in backtrace.lines() {
@@ -417,10 +485,13 @@ pub fn panic_report(info: &std::panic::PanicHookInfo, side: &'static str) -> Rep
/// Reports panics: on the main thread a crash report (the panic then ends the game, exit code
/// 101); on other threads the error goes to the log, as vanilla's uncaught exception handler
/// does. The default hook still prints the panic.
/// does. The default hook still prints the panic. A panic inside `contain` is only logged.
pub fn install(home: PathBuf, side: &'static str) {
let default = std::panic::take_hook();
std::panic::set_hook(Box::new(move |info| {
if contained_panic(info) {
return;
}
default(info);
let main = std::thread::current().name() == Some("main");
if main {
@@ -605,10 +676,21 @@ mod tests {
);
assert_eq!(
stack_lines(&bt, true),
"horizon_client::crash::debug_crash_tick (crates/horizon-client/src/crash.rs:359:9)\nwinit::dispatch (winit-0.30.13/src/event_loop.rs:642:56)\nmain\n"
"horizon_client::crash::debug_crash_tick (crates/horizon-client-render/src/crash.rs:359:9)\nwinit::dispatch (winit-0.30.13/src/event_loop.rs:642:56)\nmain\n"
);
}
#[test]
fn contained_panics_come_back_as_errors() {
assert_eq!(contain(|| 7), Ok(7));
let error = contain(|| -> u8 { panic!("a pack's program") }).unwrap_err();
assert!(error.contains("a pack's program"), "{error}");
// Nested, and the thread is no longer inside one after.
let outer = contain(|| contain(|| -> u8 { panic!("inner") }));
assert!(outer.unwrap().unwrap_err().contains("inner"));
assert_eq!(CONTAINED.with(Cell::get), 0);
}
#[test]
fn the_debug_crash_is_reported_as_vanillas() {
let error: Box<dyn std::error::Error> = DebugCrash::new().into();
@@ -2,7 +2,10 @@
//! the parts of them commands use: `.mcfunction` functions (with macros and
//! line continuation), function tags and predicates.
use crate::zip::Zip;
use horizon_world::nbt::Tag;
use horizon_world::{
nbt::Tag,
worldgen::overrides::{self, PackFile, WorldgenOverrides},
};
use std::{
collections::BTreeMap,
path::{Path, PathBuf},
@@ -125,6 +128,114 @@ pub fn discover(world: &Path) -> Vec<DataPack> {
packs
}
// ---- Create World ------------------------------------------------------------
/// Create World's Data Packs screen (`PackSelectionScreen` on vanilla's
/// `mcworld-` folder): the folder's packs (`PackSource.WORLD`) and the
/// built-in one (`resources` holds its `pack.png`), which can be unselected
/// and stays at the bottom. Horizon has no experiments, so their feature
/// packs are not offered.
pub fn screen_packs(dir: &Path, resources: &Path) -> Vec<crate::pack_screen::PackInfo> {
use crate::{
pack_screen::{Compat, PackInfo, Source, load_icon},
packs::Position,
text::{Style, Text},
};
let format = horizon_core::version::DATA_PACK_FORMAT;
let mut infos: Vec<PackInfo> = crate::packs::folder(dir, format)
.into_iter()
.map(|p| PackInfo {
icon: p.icon_png().as_deref().and_then(load_icon),
id: p.id,
title: p.title,
description: p.raw_description,
description_style: p.description_style,
source: Source::World,
compat: p.compatibility,
required: false,
position: Position::Top,
fixed: false,
})
.collect();
infos.push(PackInfo {
id: "vanilla".into(),
title: Text::translate("dataPack.vanilla.name", &[]),
description: Text::translate("dataPack.vanilla.description", &[]),
description_style: Style::default(),
source: Source::BuiltIn,
compat: Compat::Compatible,
icon: std::fs::read(resources.join("pack.png"))
.ok()
.as_deref()
.and_then(load_icon),
required: false,
position: Position::Bottom,
fixed: false,
});
infos
}
/// A new empty folder for Create World's packs
/// (`Files.createTempDirectory("mcworld-")`).
pub fn temp_folder() -> std::io::Result<PathBuf> {
let nanos = std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.unwrap_or_default()
.as_nanos();
let dir = std::env::temp_dir().join(format!("mcworld-{}-{nanos}", std::process::id()));
std::fs::create_dir_all(&dir)?;
Ok(dir)
}
/// What's in a folder of packs, to notice packs added or removed while the
/// screen shows it (`PackSelectionScreen.Watcher`).
pub fn folder_stamp(dir: &Path) -> Vec<(String, Option<std::time::SystemTime>)> {
let mut stamp: Vec<_> = std::fs::read_dir(dir)
.into_iter()
.flatten()
.flatten()
.map(|e| {
let modified = e.metadata().and_then(|m| m.modified()).ok();
(e.file_name().to_string_lossy().into_owned(), modified)
})
.collect();
stamp.sort();
stamp
}
/// Create World's packs into the new world before it opens
/// (`copyTempDataPackDirToNewWorld`): every pack of `dir` goes to
/// `<world>/datapacks`, and `datapacks.json` enables those `selected`
/// (lowest priority first) and disables the rest.
pub fn install(dir: &Path, world: &Path, selected: &[String]) -> Result<(), String> {
let err = |p: &Path, e: std::io::Error| format!("{}: {e}", p.display());
let target = world.join("datapacks");
std::fs::create_dir_all(&target).map_err(|e| err(&target, e))?;
let mut disabled = Vec::new();
for pack in crate::packs::folder(dir, horizon_core::version::DATA_PACK_FORMAT) {
let (crate::packs::Source::Dir(from) | crate::packs::Source::Zip(from)) = &pack.source;
copy(from, &target.join(pack.id.trim_start_matches("file/")))?;
if !selected.contains(&pack.id) {
disabled.push(pack.id);
}
}
if !selected.iter().any(|id| id == "vanilla") {
disabled.push("vanilla".into());
}
let json = serde_json::json!({ "enabled": selected, "disabled": disabled });
let file = world.join("datapacks.json");
std::fs::write(&file, json.to_string()).map_err(|e| err(&file, e))
}
/// A file, or a folder and everything in it.
fn copy(from: &Path, to: &Path) -> Result<(), String> {
let err = |e: std::io::Error| format!("{} -> {}: {e}", from.display(), to.display());
if !from.is_dir() {
return std::fs::copy(from, to).map(drop).map_err(err);
}
std::fs::create_dir_all(to).map_err(err)?;
for e in std::fs::read_dir(from).map_err(err)?.flatten() {
copy(&e.path(), &to.join(e.file_name()))?;
}
Ok(())
}
// ---- functions ---------------------------------------------------------------
/// A `.mcfunction`: plain command lines and macro lines.
@@ -421,9 +532,138 @@ fn hash_normalize(s: &str) -> String {
}
}
/// The ids of `packs` (a world's, from `discover`) that are enabled, lowest
/// priority first: those `<world>/datapacks.json` lists as enabled, in its
/// order, then every pack it lists neither way, in name order.
pub fn enabled_ids(world: &Path, packs: &[DataPack]) -> Vec<String> {
let saved: Option<serde_json::Value> = std::fs::read(world.join("datapacks.json"))
.ok()
.and_then(|b| serde_json::from_slice(&b).ok());
let list = |key: &str| -> Vec<String> {
saved
.as_ref()
.and_then(|v| v[key].as_array())
.map(|a| {
a.iter()
.filter_map(|s| s.as_str().map(str::to_owned))
.collect()
})
.unwrap_or_default()
};
let disabled = list("disabled");
let mut enabled: Vec<String> = list("enabled")
.into_iter()
.filter(|id| packs.iter().any(|p| &p.id == id))
.collect();
for p in packs {
if !enabled.contains(&p.id) && !disabled.contains(&p.id) {
enabled.push(p.id.clone());
}
}
enabled
}
// ---- worldgen ----------------------------------------------------------------
/// The worldgen entries of `packs` (lowest priority first, the built-in pack
/// left out: the prepared bundles are it) for the chunk generator, and what
/// it leaves out, for the log. `biomes` says which biomes the game has: a
/// pack's new biome is left out (the game has no colours, sounds or id for it).
pub fn worldgen_overrides(
packs: &[&DataPack],
biomes: impl Fn(&str) -> bool,
) -> (WorldgenOverrides, Vec<String>) {
let mut out = WorldgenOverrides::default();
let mut not_read: BTreeMap<String, usize> = BTreeMap::new();
let mut warnings = Vec::new();
for pack in packs {
for file in pack.list_kinds(&overrides::PACK_KINDS) {
let read = || String::from_utf8(pack.read(&file)?).ok();
match out.add_file(&pack.id, &file, read) {
PackFile::Read | PackFile::Other => {}
PackFile::DimensionType { id, min_y, height } => warnings.push(format!(
"{}: dimension type {id} (min_y {min_y}, height {height}) is not used: \
the dimension keeps its vanilla build height",
pack.id
)),
PackFile::NotRead(kind) => {
*not_read.entry(format!("{}: {kind}", pack.id)).or_default() += 1
}
PackFile::Unreadable => warnings.push(format!("{}: {file}: unreadable", pack.id)),
}
}
}
warnings.extend(out.finish(biomes));
for (kind, files) in not_read {
warnings.push(format!("{kind}: {files} files the generator does not read"));
}
(out, warnings)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn enabled_packs_override_worldgen_in_order() {
let dir = std::env::temp_dir().join(format!("hz-datapack-worldgen-{}", std::process::id()));
let _ = std::fs::remove_dir_all(&dir);
let write = |pack: &str, p: &str, t: &str| {
let path = dir.join("datapacks").join(pack).join(p);
std::fs::create_dir_all(path.parent().unwrap()).unwrap();
std::fs::write(path, t).unwrap();
};
for pack in ["a", "b", "off"] {
write(pack, "pack.mcmeta", "{}");
write(pack, "data/minecraft/worldgen/noise/cave.json", pack);
write(
pack,
"data/minecraft/tags/worldgen/biome/is_hill.json",
"{\"values\":[]}",
);
}
write("a", "data/minecraft/worldgen/biome/new_peaks.json", "{}");
write("a", "data/minecraft/worldgen/biome/plains.json", "{}");
write(
"a",
"data/minecraft/worldgen/world_preset/normal.json",
"{}",
);
write(
"b",
"data/minecraft/dimension_type/overworld.json",
"{\"min_y\":-64,\"height\":2096}",
);
// `b` is enabled first, so `a` (enabled after it) wins.
std::fs::write(
dir.join("datapacks.json"),
"{\"enabled\":[\"file/b\",\"file/a\"],\"disabled\":[\"file/off\"]}",
)
.unwrap();
let packs = discover(&dir);
let enabled = enabled_ids(&dir, &packs);
assert_eq!(enabled, ["file/b", "file/a"]);
let enabled: Vec<&DataPack> = enabled
.iter()
.map(|id| packs.iter().find(|p| &p.id == id).unwrap())
.collect();
let (o, warnings) = worldgen_overrides(&enabled, |b| b == "minecraft:plains");
assert_eq!(
o.entries("noises").collect::<Vec<_>>(),
[("minecraft:cave", "a")]
);
assert_eq!(
o.entries("biomes").collect::<Vec<_>>(),
[("minecraft:plains", "{}")]
);
let tag_packs: Vec<&str> = o.tags("biome_tags").map(|(_, p, _)| p).collect();
assert_eq!(tag_packs, ["file/b", "file/a"]);
assert_eq!(warnings.len(), 3, "{warnings:?}");
assert!(warnings[0].contains("height 2096"));
assert!(warnings[1].contains("minecraft:new_peaks"));
assert!(warnings[2].contains("worldgen/world_preset"));
let _ = std::fs::remove_dir_all(&dir);
}
use horizon_world::nbt::parse_snbt;
#[test]
@@ -566,4 +806,51 @@ mod tests {
assert_eq!(p.list_kinds(&kinds), wanted);
let _ = std::fs::remove_dir_all(&dir);
}
#[test]
fn create_world_installs_its_packs() {
let root = std::env::temp_dir().join(format!("hz-datapack-install-{}", std::process::id()));
let _ = std::fs::remove_dir_all(&root);
let (dir, world) = (root.join("mcworld"), root.join("world"));
let write = |pack: &str, p: &str, t: &str| {
let path = dir.join(pack).join(p);
std::fs::create_dir_all(path.parent().unwrap()).unwrap();
std::fs::write(path, t).unwrap();
};
write("fns", "pack.mcmeta", r#"{"pack":{"pack_format":121}}"#);
write("fns", "data/x/function/f.mcfunction", "say hi");
write("off", "pack.mcmeta", r#"{"pack":{"pack_format":121}}"#);
std::fs::create_dir_all(&dir).unwrap();
let mut zip = zip::ZipWriter::new(std::fs::File::create(dir.join("old.zip")).unwrap());
zip.start_file("pack.mcmeta", zip::write::SimpleFileOptions::default())
.unwrap();
std::io::Write::write_all(&mut zip, br#"{"pack":{"pack_format":48}}"#).unwrap();
zip.finish().unwrap();
let infos = screen_packs(&dir, &root);
let ids: Vec<&str> = infos.iter().map(|p| p.id.as_str()).collect();
assert_eq!(ids, ["file/fns", "file/off", "file/old.zip", "vanilla"]);
let compat: Vec<_> = infos.iter().map(|p| p.compat).collect();
use crate::pack_screen::Compat;
assert_eq!(
compat,
[
Compat::Compatible,
Compat::Compatible,
Compat::TooOld,
Compat::Compatible
]
);
let selected = ["vanilla", "file/old.zip", "file/fns"].map(String::from);
install(&dir, &world, &selected).unwrap();
let packs = discover(&world);
let ids: Vec<&str> = packs.iter().map(|p| p.id.as_str()).collect();
assert_eq!(ids, ["file/fns", "file/off", "file/old.zip"]);
let saved: serde_json::Value =
serde_json::from_slice(&std::fs::read(world.join("datapacks.json")).unwrap()).unwrap();
assert_eq!(
saved,
serde_json::json!({"enabled": selected, "disabled": ["file/off"]})
);
let _ = std::fs::remove_dir_all(&root);
}
}
@@ -22,6 +22,7 @@ struct Globals {
outline_params: vec4<f32>,
// Horizon Extras' dynamic lights: camera-relative position and level (dynamic_light.rs).
dynamic_lights: array<vec4<f32>, 16>,
sunrise_fan: array<vec4<f32>, 32>,
}
@group(0) @binding(0) var<uniform> globals: Globals;
@group(0) @binding(1) var atlas: texture_2d<f32>;
@@ -97,6 +97,8 @@ pub struct Extras {
pub minimap_rotate: bool,
/// Retry lost multiplayer connections (`reconnect`).
pub auto_reconnect: bool,
/// The player's own name tag over its model in third person.
pub own_name_tag: bool,
/// Mouse Tweaks-style drags in the inventory and storage containers.
pub mouse_tweaks: bool,
/// With them, the wheel over a slot moves its items one at a time.
@@ -137,6 +139,7 @@ impl Default for Extras {
minimap_zoom: 1.0,
minimap_rotate: false,
auto_reconnect: false,
own_name_tag: false,
mouse_tweaks: false,
mouse_tweaks_wheel: true,
sort: false,
@@ -211,6 +214,7 @@ impl Extras {
}
"minimapRotate" => e.minimap_rotate = flag(e.minimap_rotate),
"autoReconnect" => e.auto_reconnect = flag(e.auto_reconnect),
"ownNameTag" => e.own_name_tag = flag(e.own_name_tag),
"mouseTweaks" => e.mouse_tweaks = flag(e.mouse_tweaks),
"mouseTweaksWheel" => e.mouse_tweaks_wheel = flag(e.mouse_tweaks_wheel),
"sort" => e.sort = flag(e.sort),
@@ -225,7 +229,7 @@ impl Extras {
}
pub fn serialize(&self) -> String {
format!(
"fullbright:{}\ndynamicLights:{}\nzoom:{}\nzoomKey:{}\nzoomLevel:{}\nzoomSmooth:{}\nzoomSensitivity:{}\nfps:{}\nfpsCorner:{}\nfpsLows:{}\nkeystrokes:{}\nkeystrokesCorner:{}\nkeystrokesCps:{}\nmovedToMods:{}\nminimap:{}\nminimapCorner:{}\nminimapSize:{}\nminimapShape:{}\nminimapZoom:{}\nminimapRotate:{}\nautoReconnect:{}\nmouseTweaks:{}\nmouseTweaksWheel:{}\nsort:{}\nsortKey:{}\n{}:{}\nagentControl:{}\ndiscordPresence:{}\n",
"fullbright:{}\ndynamicLights:{}\nzoom:{}\nzoomKey:{}\nzoomLevel:{}\nzoomSmooth:{}\nzoomSensitivity:{}\nfps:{}\nfpsCorner:{}\nfpsLows:{}\nkeystrokes:{}\nkeystrokesCorner:{}\nkeystrokesCps:{}\nmovedToMods:{}\nminimap:{}\nminimapCorner:{}\nminimapSize:{}\nminimapShape:{}\nminimapZoom:{}\nminimapRotate:{}\nautoReconnect:{}\nownNameTag:{}\nmouseTweaks:{}\nmouseTweaksWheel:{}\nsort:{}\nsortKey:{}\n{}:{}\nagentControl:{}\ndiscordPresence:{}\n",
bool_text(self.fullbright),
bool_text(self.dynamic_lights),
bool_text(self.zoom),
@@ -251,6 +255,7 @@ impl Extras {
self.minimap_zoom,
bool_text(self.minimap_rotate),
bool_text(self.auto_reconnect),
bool_text(self.own_name_tag),
bool_text(self.mouse_tweaks),
bool_text(self.mouse_tweaks_wheel),
bool_text(self.sort),
@@ -378,6 +383,7 @@ impl Cps {
pub enum Item {
Fullbright,
DynamicLights,
OwnNameTag,
AutoReconnect,
MouseTweaks,
MouseTweaksWheel,
@@ -396,6 +402,8 @@ pub fn rows() -> Vec<Result<Item, &'static str>> {
Err("Lighting"),
Ok(Fullbright),
Ok(DynamicLights),
Err("Third person"),
Ok(OwnNameTag),
Err("Inventory"),
Ok(MouseTweaks),
Ok(MouseTweaksWheel),
@@ -410,6 +418,7 @@ impl Item {
match self {
Item::Fullbright => "Fullbright",
Item::DynamicLights => "Dynamic lights",
Item::OwnNameTag => "Own name tag",
Item::AutoReconnect => "Auto-reconnect",
Item::MouseTweaks => "Mouse Tweaks controls",
Item::MouseTweaksWheel => "Scroll wheel moves items",
@@ -426,7 +435,7 @@ impl Item {
Some(match self {
MouseTweaksWheel => MouseTweaks,
SortKey => Sort,
Fullbright | DynamicLights | MouseTweaks | Sort | AutoReconnect | NoAi
Fullbright | DynamicLights | OwnNameTag | MouseTweaks | Sort | AutoReconnect | NoAi
| AgentControl | DiscordPresence => {
return None;
}
@@ -439,6 +448,9 @@ impl Item {
Item::DynamicLights => {
"Torches and other light sources held, dropped or on fire light the blocks around them."
}
Item::OwnNameTag => {
"Shows your name above your head in third person, as other players see it. Hidden when the server hides your team's names or you're invisible."
}
Item::AutoReconnect => {
"Rejoins a server after a lost connection or a restart, never after a kick or ban."
}
@@ -471,7 +483,9 @@ impl Item {
match self {
Item::Fullbright => Some(Cost::None),
Item::DynamicLights => Some(Cost::Low),
Item::AutoReconnect | Item::MouseTweaks | Item::Sort => Some(Cost::None),
Item::OwnNameTag | Item::AutoReconnect | Item::MouseTweaks | Item::Sort => {
Some(Cost::None)
}
_ => None,
}
}
@@ -480,6 +494,7 @@ impl Item {
Some(match self {
Item::Fullbright => e.fullbright,
Item::DynamicLights => e.dynamic_lights,
Item::OwnNameTag => e.own_name_tag,
Item::AutoReconnect => e.auto_reconnect,
Item::MouseTweaks => e.mouse_tweaks,
Item::MouseTweaksWheel => e.mouse_tweaks_wheel,
@@ -506,6 +521,7 @@ impl Item {
match self {
Item::Fullbright => e.fullbright = !e.fullbright,
Item::DynamicLights => e.dynamic_lights = !e.dynamic_lights,
Item::OwnNameTag => e.own_name_tag = !e.own_name_tag,
Item::AutoReconnect => e.auto_reconnect = !e.auto_reconnect,
Item::MouseTweaks => e.mouse_tweaks = !e.mouse_tweaks,
Item::MouseTweaksWheel => e.mouse_tweaks_wheel = !e.mouse_tweaks_wheel,
@@ -534,7 +550,7 @@ mod tests {
let d = Extras::default();
assert!(!d.fullbright && !d.dynamic_lights);
assert!(!d.zoom && !d.fps && !d.keystrokes && !d.minimap && !d.auto_reconnect);
assert!(!d.mouse_tweaks && !d.sort);
assert!(!d.mouse_tweaks && !d.sort && !d.own_name_tag);
assert!(d.discord_presence);
assert_eq!(Extras::parse(""), d);
assert_eq!(Extras::parse(&d.serialize()), d);
@@ -558,6 +574,8 @@ mod tests {
e.minimap_rotate = true;
e.minimap_corner = Corner::BottomLeft;
e.auto_reconnect = true;
Item::OwnNameTag.cycle(&mut e, false);
assert_eq!(Item::OwnNameTag.switch(&e), Some(true));
e.mouse_tweaks = true;
e.mouse_tweaks_wheel = false;
e.sort = true;
@@ -203,6 +203,13 @@ pub struct FogInputs<'a> {
/// `BossHealthOverlay.shouldCreateWorldFog`: a boss bar with
/// `createWorldFog` is shown (the Ender Dragon's).
pub boss_world_fog: bool,
/// The camera entity is a spectator (`LavaFogEnvironment`).
pub spectator: bool,
/// The camera entity has Fire Resistance (`LavaFogEnvironment`).
pub fire_resistance: bool,
/// `GameRenderer.nightVisionScale` while Night Vision is on without
/// Darkness, else 0 (`FogRenderer.computeFogColor`'s brightenFactor).
pub night_vision: f32,
}
/// `FogRenderer.setupFog` + `computeFogColor`.
@@ -272,7 +279,11 @@ pub fn setup_fog(tables: &FogTables, state: &FogState, input: &FogInputs) -> Fog
color[1] += (color[1] * 0.6 - color[1]) * t;
color[2] += (color[2] * 0.6 - color[2]) * t;
}
let brighten = if eye_in_water { water_vision } else { 0.0 };
let brighten = if eye_in_water {
water_vision
} else {
input.night_vision
};
if color.iter().all(|&c| c != 0.0) {
let scale = 1.0 / color[0].max(color[1]).max(color[2]);
color = color.map(|c| c + (c * scale - c) * brighten);
@@ -288,10 +299,16 @@ pub fn setup_fog(tables: &FogTables, state: &FogState, input: &FogInputs) -> Fog
};
match input.fog_type {
FogType::Lava => {
fog.environmental_start = 0.25;
fog.environmental_end = 1.0;
fog.sky_end = 1.0;
fog.cloud_end = 1.0;
// LavaFogEnvironment.setupFog.
(fog.environmental_start, fog.environmental_end) = if input.spectator {
(-8.0, rd * 0.5)
} else if input.fire_resistance {
(0.0, 5.0)
} else {
(0.25, 1.0)
};
fog.sky_end = fog.environmental_end;
fog.cloud_end = fog.environmental_end;
}
FogType::PowderSnow => {
fog.environmental_start = 0.0;
@@ -362,6 +379,22 @@ pub fn setup_fog(tables: &FogTables, state: &FogState, input: &FogInputs) -> Fog
}
fog
}
/// Horizon's Fog option turned off (`horizon-graphics.txt` `fog:false`):
/// no distance fog, in any dimension: the dimension's and biome's own fog
/// (`visual/fog_start_distance`, `fog_end_distance`: the Nether's ends at 96
/// blocks) and the render-distance fog. The fog of the fluid or powder snow
/// the camera is in, blindness, darkness and a boss's world fog keep their
/// limits. Vanilla has no such option.
pub fn clear_distance_fog(fog: &mut FogData, input: &FogInputs) {
if input.fog_type == FogType::Atmospheric
&& input.darkness.is_none()
&& !input.boss_world_fog
&& input.blindness.is_none()
{
(fog.render_distance_start, fog.render_distance_end) = (1e9, 2e9);
(fog.environmental_start, fog.environmental_end) = (1e9, 2e9);
}
}
/// `AtmosphericFogEnvironment.updateRainFogState`.
pub fn update_rain_fog(
state: &mut FogState,
@@ -405,6 +438,9 @@ mod tests {
darkness: None,
darken_world: 0.0,
boss_world_fog: false,
spectator: false,
fire_resistance: false,
night_vision: 0.0,
}
}
#[test]
@@ -432,6 +468,56 @@ mod tests {
assert_eq!(water.environmental_start, -8.0);
}
#[test]
fn fog_off_clears_the_nether_fog_too() {
// The Nether's visual/fog_start_distance and fog_end_distance (10, 96)
// end before the render distance; the Fog option still clears them.
let nether = Sky {
fog_start: 10.0,
fog_end: 96.0,
..Sky::default()
};
let tables = FogTables {
water_fog_end: vec![1.0],
};
let mut input = inputs(&nether);
input.skybox = false;
let mut fog = setup_fog(&tables, &FogState::default(), &input);
assert_eq!(fog.environmental_end, 96.0);
clear_distance_fog(&mut fog, &input);
assert!(fog.environmental_start >= 1e9 && fog.render_distance_start >= 1e9);
}
#[test]
fn fog_off_keeps_fluid_and_effect_fog() {
let sky = Sky {
fog_start: 10.0,
fog_end: 96.0,
..Sky::default()
};
let tables = FogTables {
water_fog_end: vec![1.0],
};
let kept = |input: &FogInputs| {
let mut fog = setup_fog(&tables, &FogState::default(), input);
let before = fog;
clear_distance_fog(&mut fog, input);
fog == before
};
for fog_type in [FogType::Lava, FogType::PowderSnow, FogType::Water] {
let mut input = inputs(&sky);
input.fog_type = fog_type;
assert!(kept(&input), "{fog_type:?}");
}
let mut input = inputs(&sky);
input.blindness = Some((100, false));
assert!(kept(&input));
let mut input = inputs(&sky);
input.darkness = Some(0.5);
assert!(kept(&input));
let mut input = inputs(&sky);
input.boss_world_fog = true;
assert!(kept(&input));
}
#[test]
fn boss_darkening_dims_fog_color() {
// FogRenderer.computeFogColor: lerp toward 70/60/60% of each channel.
let sky = Sky {
@@ -8,7 +8,7 @@
//! offsets), styled drawing and StringSplitter-style line wrapping.
use crate::{
hud::Rect,
text::{Style, Text},
text::{Span, Style, Text, legacy_format},
zip::Zip,
};
use ab_glyph::{Font as _, ScaleFont as _};
@@ -966,6 +966,83 @@ impl Font {
}
out
}
/// `Font.split`: `StringSplitter.splitLines(text, width, Style.EMPTY)` over
/// the text's parts with their `§` codes in. A code styles what follows
/// (`§r` back to no style while measuring), and the part a line breaks in
/// goes on in the style at the break. Lines keep their codes for drawing.
pub fn split_formatted(&self, t: &Text, max_width: f32) -> Vec<Text> {
let max_width = max_width.max(1.0);
let mut parts: Vec<(Vec<char>, Style)> = t
.spans
.iter()
.filter(|s| !s.text.is_empty())
.map(|s| (s.text.chars().collect(), s.style.clone()))
.collect();
let mut flat: Vec<char> = parts.iter().flat_map(|p| p.0.iter().copied()).collect();
let mut out = Vec::new();
let mut force_new_line = false;
// One LineBreakFinder per line, over the parts left.
while let Some((at, split_style)) = self.line_break(&parts, max_width) {
let tail = flat[at];
let new_line = tail == '\n';
let skip = usize::from(new_line || tail == ' ');
force_new_line = new_line;
out.push(split_at(&mut parts, at, skip, &split_style));
flat.drain(..at + skip);
}
if !parts.is_empty() {
let mut rest = Text::default();
rest.spans = parts
.into_iter()
.map(|(text, style)| Span {
text: text.into_iter().collect(),
style,
})
.collect();
out.push(rest);
} else if force_new_line {
out.push(Text::empty());
}
out
}
/// `StringSplitter.LineBreakFinder` fed by `StringDecomposer.iterateFormatted`:
/// where the parts break (a character index) and the style there.
fn line_break(&self, parts: &[(Vec<char>, Style)], max_width: f32) -> Option<(usize, Style)> {
let (mut width, mut had_visible, mut last_space) = (0.0f32, false, None);
let mut offset = 0;
for (contents, part_style) in parts {
let mut style = part_style.clone();
let mut i = 0;
while i < contents.len() {
let c = contents[i];
if c == '§' {
// A `§` that ends its part ends only that part.
let Some(&code) = contents.get(i + 1) else {
break;
};
style = legacy_format(&style, code, &Style::default());
i += 2;
continue;
}
let at = offset + i;
if c == '\n' {
return Some((at, style));
}
if c == ' ' {
last_space = Some((at, style.clone()));
}
let advance = self.advance(c, &style);
width += advance;
if had_visible && width > max_width {
return Some(last_space.unwrap_or((at, style)));
}
had_visible |= advance != 0.0;
i += 1;
}
offset += contents.len();
}
None
}
/// `ComponentRenderUtils.wrapComponents`: the split lines, wrapped ones
/// indented by an unstyled space; one empty line for empty text.
pub fn wrap_components(&self, t: &Text, max_width: i32) -> Vec<Text> {
@@ -1059,6 +1136,47 @@ impl Font {
}
}
/// `StringSplitter.FlatComponents.splitAt`: the parts before `at` as a line,
/// `skip` characters dropped, and the part it ends in restyled as `style`.
fn split_at(parts: &mut Vec<(Vec<char>, Style)>, at: usize, skip: usize, style: &Style) -> Text {
let mut line = Text::default();
let mut push = |text: &[char], style: &Style| {
line.spans.push(Span {
text: text.iter().collect(),
style: style.clone(),
})
};
// Each part done is removed, so the one at hand is always the first.
let (mut position, mut in_skip) = (at, false);
while let Some((text, part_style)) = parts.first() {
let size = text.len();
if !in_skip {
if position > size {
push(text, part_style);
parts.remove(0);
position -= size;
continue;
}
if position > 0 {
push(&text[..position], part_style);
}
position += skip;
in_skip = true;
}
if position <= size {
if position == size {
parts.remove(0);
} else {
parts[0] = (text[position..].to_vec(), style.clone());
}
break;
}
parts.remove(0);
position -= size;
}
line
}
#[cfg(test)]
mod tests {
use super::*;
@@ -1221,6 +1339,37 @@ mod tests {
assert!(!font.take_patches().is_empty());
}
/// StringDecomposer.iterateFormatted: a `§` that ends a part stops that
/// part only; the next part is still measured and can break.
#[test]
fn a_section_sign_ending_a_part_still_breaks_the_next() {
let sheet = png(16, 8, |x, _| x < 2);
let default = br#"{"providers":[{"type":"space","advances":{" ":4}},{"type":"bitmap","file":"minecraft:font/a.png","ascent":7,"chars":["ab"]}]}"#;
let root = root(
"section-sign",
&[
("assets/minecraft/font/default.json", default),
("assets/minecraft/textures/font/a.png", &sheet),
],
);
let font = load(&root);
let _ = std::fs::remove_dir_all(&root);
let mut text = Text::default();
text.spans = ["a§", "a a"]
.map(|part| Span {
text: part.into(),
style: Style::default(),
})
.into();
// 3 + 3 + 4 + 3 is past 12: the line breaks at the space.
let lines: Vec<String> = font
.split_formatted(&text, 12.0)
.iter()
.map(Text::plain)
.collect();
assert_eq!(lines, ["a§a", "a"]);
}
/// A renderer rebuilt over the same font (the loading screen's handoff)
/// makes its atlas texture from the textures alone, so the glyphs it had
/// rasterized into the previous texture must be placed into the new one.
@@ -39,9 +39,11 @@ mod entity_outline;
mod weather;
use entity_batch::EntityBatch;
pub use entity_batch::{
ENERGY_SWIRL_OVERLAY, SHADOW_OVERLAY, TRANSLUCENT_GLINT_ITEM_OVERLAY, TRANSLUCENT_ITEM_OVERLAY,
TRANSLUCENT_PARTICLE_OVERLAY, WATER_MASK_OVERLAY,
ENERGY_SWIRL_OVERLAY, SHADOW_OVERLAY, TEXT_POLYGON_OFFSET_OVERLAY,
TRANSLUCENT_GLINT_ITEM_OVERLAY, TRANSLUCENT_ITEM_OVERLAY, TRANSLUCENT_PARTICLE_OVERLAY,
WATER_MASK_OVERLAY,
};
pub use view::{View, ViewSet};
/// Window.getAppropriateLineWidth, in framebuffer pixels.
pub fn outline_width(width: u32) -> f32 {
@@ -68,6 +70,7 @@ pub fn outline_vertices(edges: &[[f64; 6]], camera: glam::DVec3) -> Vec<[f32; 6]
mod animate;
mod arena;
pub mod compositor;
mod cull;
mod end_sky;
mod flat;
@@ -91,11 +94,14 @@ pub mod pack_uniforms;
mod pack_weather;
mod page_runs;
pub mod panorama;
mod readback;
mod resident;
mod stars;
mod sunrise_fan;
mod timing;
pub mod translucency;
pub(crate) mod upload;
mod view;
mod wgsl_prefix;
mod world_post;
@@ -188,6 +194,8 @@ struct Globals {
outline_params: [f32; 4],
/// Horizon Extras' dynamic lights: camera-relative position and level (`dynamic_light`).
dynamic_lights: [[f32; 4]; crate::dynamic_light::MAX],
/// The sunrise fan's triangles as the sky shader tests them (`sunrise_fan::normals`).
sunrise_fan: [[f32; 4]; 2 * sunrise_fan::TRIANGLES],
}
pub type SectionKey = (i32, i32, i32);
struct SectionGpu {
@@ -349,6 +357,14 @@ struct BorderUniform {
color: [f32; 4],
offset: [f32; 4],
}
/// A frame to save as a PNG: F2's screenshot, an agent's `game_screenshot`,
/// or the icon the Select World list shows.
pub struct ScreenshotRequest {
pub path: PathBuf,
/// `GameRenderer.takeAutoScreenshot`: centre-crop the frame to a square
/// and average it down to this size. `None` saves the frame as drawn.
pub size: Option<[u32; 2]>,
}
pub struct Renderer {
instance: wgpu::Instance,
adapter: wgpu::Adapter,
@@ -376,6 +392,11 @@ pub struct Renderer {
pub last_wait: std::time::Duration,
/// CPU time of the last `render`, waits excluded.
pub last_encode: std::time::Duration,
/// What the system says about the window's display, watched only while HDR output
/// is on; before `window`, so it's dropped first.
display: DisplayWatch,
/// The watch was just made: the settings' Auto values take what it reported.
display_fresh: bool,
window: Arc<Window>,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
@@ -425,6 +446,7 @@ pub struct Renderer {
lightning_pipeline: wgpu::RenderPipeline,
lightning: lightning::Renderer,
see_through_pipeline: wgpu::RenderPipeline,
text_polygon_offset_pipeline: wgpu::RenderPipeline,
celestial_pipeline: wgpu::RenderPipeline,
celestial_buffer: wgpu::Buffer,
end_sky: end_sky::EndSky,
@@ -533,7 +555,7 @@ pub struct Renderer {
block_entity_revision: u64,
/// VisGraph face connectivity per meshed section (cave culling).
occlusion: occlusion::Occlusion,
/// Resolution scale and FXAA (Horizon settings).
/// Resolution scale, FXAA and TAA (Horizon settings).
world_post: world_post::Post,
/// HDR output (Horizon setting): `Some` while the swapchain is HDR.
hdr: Option<hdr::Hdr>,
@@ -561,6 +583,8 @@ pub struct Renderer {
pub hud: HudRenderer,
/// Vanilla's menu background blur, made on first use.
menu_blur: Option<crate::menu_blur::MenuBlur>,
/// Where a screenshot's frame is drawn when the swapchain cannot be read back.
readback: readback::Readback,
pub info: wgpu::AdapterInfo,
pub suspended: bool,
pub drawn_sections: usize,
@@ -570,8 +594,8 @@ pub struct Renderer {
pub section_draw_calls: usize,
pub uploaded_bytes: u64,
started: Instant,
/// Write the next presented frame to this PNG path (control socket).
pub screenshot: Option<PathBuf>,
/// The next frame to write to a PNG path (control socket, F2, world icon).
pub screenshot: Option<ScreenshotRequest>,
/// Outcome of the last screenshot: frame size, or the error.
pub screenshot_result: Option<std::result::Result<[u32; 2], String>>,
/// Brightness option (lightmap gamma), 0..1.
@@ -765,8 +789,14 @@ fn mip_chain(
/// pass is also what passes each draw's first instance to shaders reading
/// `instance_index`, and DirectX 12 is the fallback, where working matters
/// more than CPU time.
fn instance_descriptor(backends: wgpu::Backends) -> wgpu::InstanceDescriptor {
fn instance_descriptor(
backends: wgpu::Backends,
window: Option<&Arc<Window>>,
) -> wgpu::InstanceDescriptor {
let mut descriptor = wgpu::InstanceDescriptor::new_without_display_handle();
if let Some(window) = window {
descriptor = descriptor.with_display_handle(Box::new(WindowDisplay(window.clone())));
}
descriptor.backends = backends.with_env();
let dx12 = cfg!(windows) && descriptor.backends.contains(wgpu::Backends::DX12);
if !cfg!(debug_assertions) && !dx12 {
@@ -776,6 +806,21 @@ fn instance_descriptor(backends: wgpu::Backends) -> wgpu::InstanceDescriptor {
}
descriptor.with_env()
}
/// The window's display connection, so the OpenGL backend creates its EGL
/// display from the X11 or Wayland connection the window lives on. Without
/// one, wgpu-hal falls back to `EGL_MESA_platform_surfaceless`, whose configs
/// cannot present to a window; the backend then reports the surface as
/// incompatible and the game has no OpenGL to fall back to (`gl not
/// compatible with provided surface`).
#[derive(Debug, Clone)]
struct WindowDisplay(Arc<Window>);
impl wgpu::rwh::HasDisplayHandle for WindowDisplay {
fn display_handle(
&self,
) -> std::result::Result<wgpu::rwh::DisplayHandle<'_>, wgpu::rwh::HandleError> {
wgpu::rwh::HasDisplayHandle::display_handle(&*self.0)
}
}
/// The backends to open a device on, each tried in turn until one gives a
/// device. `api` is the player's choice (`GraphicsApi::with_env` applied);
/// `os` is `std::env::consts::OS`; `wgpu_backend`: whether `WGPU_BACKEND` is set,
@@ -853,6 +898,14 @@ fn check_layers(limits: &wgpu::Limits, layers: u32) -> Result<()> {
}
Ok(())
}
/// Whether the swapchain can take a window of `width` x `height`: each side from 1 to the
/// device's `max_texture_dimension_2d` (`max`), else `Surface::configure` panics. 0 is a
/// minimized window. Past `max`: Windows lets a program size a window up to 65535 pixels
/// (`SetWindowPos`), a 984x65496 client area, when an RTX 5080 takes 32768. Vanilla's
/// `Window.onFramebufferResize` likewise keeps the last size for one that is not positive.
fn drawable_size(width: u32, height: u32, max: u32) -> bool {
(1..=max).contains(&width) && (1..=max).contains(&height)
}
/// The swapchain format: a non-sRGB target, because vanilla blends and tints in gamma
/// space, and 8-bit, because wgpu gives `Rgba16Float` the linear `ExtendedSrgb` color
/// space: the compositor would read these gamma-encoded values as linear light and wash
@@ -890,7 +943,7 @@ async fn open_device(
if attempt > 0 {
log::warn!("Horizon renderer: trying {name} ({})", failures.join("; "));
}
let instance = wgpu::Instance::new(instance_descriptor(backends));
let instance = wgpu::Instance::new(instance_descriptor(backends, Some(window)));
let surface = if offscreen {
None
} else {
@@ -1100,9 +1153,14 @@ impl Renderer {
let info = adapter.get_info();
crate::graphics::suggest_reduced_far_detail(crate::graphics::lod_capped(&info));
let size = window.inner_size();
let max_side = device.limits().max_texture_dimension_2d;
let (config, present_modes, hdr_output) = if let Some(surface) = &surface {
let mut config = surface
.get_default_config(&adapter, size.width.max(1), size.height.max(1))
.get_default_config(
&adapter,
size.width.clamp(1, max_side),
size.height.clamp(1, max_side),
)
.ok_or("surface has no supported configuration")?;
let caps = surface.get_capabilities(&adapter);
config.format = surface_format(&caps.formats, config.format);
@@ -1128,14 +1186,22 @@ impl Renderer {
));
}
surface.configure(&device, &config);
(config, caps.present_modes.clone(), hdr::output(&caps))
let hdr_output = hdr::output(&caps);
crate::graphics::offer_hdr(hdr_output.is_some());
if previous.is_none() {
log::info!(
"Horizon renderer: HDR output {}",
hdr_output.map_or("not offered by this display", hdr::Output::name)
);
}
(config, caps.present_modes.clone(), hdr_output)
} else {
let format = wgpu::TextureFormat::Bgra8Unorm;
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
format,
width: size.width.max(1),
height: size.height.max(1),
width: size.width.clamp(1, max_side),
height: size.height.clamp(1, max_side),
present_mode: wgpu::PresentMode::Immediate,
desired_maximum_frame_latency: 2,
alpha_mode: wgpu::CompositeAlphaMode::Opaque,
@@ -2016,6 +2082,21 @@ impl Renderer {
alpha_blend,
false,
);
// RenderPipelines.TEXT_POLYGON_OFFSET: a text display's text and
// background win against the surface they lie on (bias 1, 10).
let text_polygon_offset_pipeline = entity_pipeline(
"Polygon offset text",
None,
true,
wgpu::CompareFunction::GreaterEqual,
wgpu::DepthBiasState {
constant: 10,
slope_scale: 1.0,
clamp: 0.0,
},
alpha_blend,
false,
);
let entity_pipeline = entity_pipeline(
"Entities",
None,
@@ -2519,6 +2600,8 @@ impl Renderer {
));
}
Ok(Self {
display: DisplayWatch::default(),
display_fresh: false,
instance,
adapter,
surface,
@@ -2573,6 +2656,7 @@ impl Renderer {
lightning_pipeline,
lightning: lightning::Renderer::new(),
see_through_pipeline,
text_polygon_offset_pipeline,
celestial_pipeline,
celestial_buffer,
end_sky: end_sky::EndSky::default(),
@@ -2660,8 +2744,9 @@ impl Renderer {
pack_terrain_flat: false,
hud,
menu_blur: None,
readback: readback::Readback::default(),
info,
suspended: size.width == 0 || size.height == 0,
suspended: !drawable_size(size.width, size.height, max_side),
drawn_sections: 0,
section_draws: 0,
section_draw_calls: 0,
@@ -2821,8 +2906,11 @@ impl Renderer {
);
}
}
/// Follows the window to `width` x `height`. A size the swapchain can't take
/// ([`drawable_size`]) keeps the last one and draws nothing until the next.
pub fn resize(&mut self, width: u32, height: u32) {
self.suspended = width == 0 || height == 0;
let max = self.device.limits().max_texture_dimension_2d;
self.suspended = !drawable_size(width, height, max);
if self.suspended {
return;
}
@@ -3176,7 +3264,7 @@ impl Renderer {
) {
surface.configure(device, config);
if let Some(hdr) = hdr {
horizon_hdr::set_metadata(device, surface, hdr.paper_white, hdr.peak);
horizon_hdr::set_metadata(device, surface, hdr.paper_white, hdr.peak, hdr.black);
}
}
fn configure_surface(&self) {
@@ -3191,7 +3279,7 @@ impl Renderer {
}
fn send_hdr_metadata(&self) {
if let (Some(surface), Some(hdr)) = (&self.surface, &self.hdr) {
horizon_hdr::set_metadata(&self.device, surface, hdr.paper_white, hdr.peak);
horizon_hdr::set_metadata(&self.device, surface, hdr.paper_white, hdr.peak, hdr.black);
}
}
/// The swapchain's configuration: `config` (what every pipeline draws in), or
@@ -3206,9 +3294,30 @@ impl Renderer {
}
config
}
/// The F3 screen's HDR line while the setting is on: the swapchain HDR presents to with
/// its paper white and peak, or that the surface offers none.
pub fn hdr_line(&self) -> String {
match &self.hdr {
Some(hdr) => format!(
"HDR: {}, {}/{} nits",
hdr.output.name(),
hdr.paper_white.round(),
hdr.peak.round()
),
None => "HDR: not offered by this display".into(),
}
}
/// HDR output (Horizon setting): HDR10 or scRGB at `paper_white` nits, the world's
/// highlights expanded up to `peak` nits. Off where the surface can't present it.
pub fn set_hdr(&mut self, on: bool, paper_white: f32, peak: f32, marker: &std::path::Path) {
pub fn set_hdr(
&mut self,
on: bool,
paper_white: f32,
peak: f32,
black: f32,
ui: f32,
marker: &std::path::Path,
) {
let output = self.hdr_output.filter(|_| on && self.surface.is_some());
if output.is_some() != self.hdr.is_some() {
// If the game dies before HDR output shows a frame, the marker is still there at
@@ -3219,21 +3328,61 @@ impl Renderer {
} else if let Some(marker) = self.hdr_marker.take() {
let _ = std::fs::remove_file(marker);
}
// Only HDR output asks the system about the display, so with HDR off the
// game never waits on the compositor for it.
self.display = if output.is_some() {
let (watch, now) = DisplayWatch::new(&self.window);
crate::graphics::report(now);
self.display_fresh = true;
watch
} else {
DisplayWatch::default()
};
let format = self.config.format.remove_srgb_suffix();
self.hdr = output.map(|output| hdr::Hdr::new(&self.device, format, output));
self.configure_surface();
match output {
Some(output) => log::info!(
"Horizon renderer: HDR on: {} ({:?}), {paper_white}/{peak} nits",
output.name(),
output.format()
),
None => log::info!("Horizon renderer: HDR off"),
}
}
if let Some(hdr) = &mut self.hdr {
hdr.ui = ui;
}
if let Some(hdr) = &mut self.hdr
&& (hdr.paper_white, hdr.peak) != (paper_white, peak)
&& (hdr.paper_white, hdr.peak, hdr.black) != (paper_white, peak, black)
{
hdr.paper_white = paper_white;
hdr.peak = peak;
hdr.black = black;
self.send_hdr_metadata();
}
}
pub fn set_world_post(&mut self, scale: f32, antialias: bool) {
/// Whether what the system reports for the display changed (another output, the
/// player recalibrating the desktop): the settings' Auto values follow it then, so
/// apply them again.
pub fn display_changed(&mut self) -> bool {
flush_display_log();
if std::mem::take(&mut self.display_fresh) {
return true;
}
let Some(now) = self.display.changed() else {
return false;
};
crate::graphics::report(now);
true
}
/// `upscale`: output pixels per rendered pixel, for TAA to rebuild (1: native).
pub fn set_world_post(&mut self, scale: f32, antialias: bool, taa: bool, upscale: f32) {
let taa = taa && self.world_post.supports_taa();
self.world_post.scale = scale.clamp(0.25, 2.0);
self.world_post.antialias = antialias;
self.world_post.antialias = antialias && !taa;
self.world_post.taa = taa;
self.world_post.upscale = if taa { upscale.clamp(1.0, 4.0) } else { 1.0 };
}
/// Runs `post` over the world from now on (`None`: no pack), for the dimension `dimension`;
/// `block_ids` gives each block sprite layer's `mc_Entity` (id, fluid) pair.
@@ -3429,14 +3578,14 @@ impl Renderer {
&self.lightmap_sampler,
);
}
pub fn view_projection(&self, frame: &Frame) -> Mat4 {
self.projection(
/// The views `render` draws `frame` from.
pub fn views(&self, frame: &Frame) -> ViewSet {
ViewSet::single(self.screen_view(
frame.fov_degrees,
frame.yaw,
frame.pitch,
frame.bob * frame.spin,
frame.depth_far,
)
))
}
/// The view frustum `render` will cull with, for culling geometry built
/// before the frame (entities, block entities) the same way.
@@ -3448,13 +3597,14 @@ impl Renderer {
bob: Mat4,
depth_far: f32,
) -> Frustum {
let views = ViewSet::single(self.screen_view(fov_degrees, yaw, pitch, depth_far));
Frustum {
planes: frustum(self.projection(fov_degrees, yaw, pitch, bob, depth_far)),
planes: frustum(views.cull().view_proj(bob)),
}
}
fn projection(&self, fov_degrees: f32, yaw: f32, pitch: f32, bob: Mat4, far: f32) -> Mat4 {
fn screen_view(&self, fov_degrees: f32, yaw: f32, pitch: f32, far: f32) -> View {
let aspect = self.config.width as f32 / self.config.height.max(1) as f32;
world_projection(fov_degrees, aspect, far) * bob * crate::camera::view_matrix(yaw, pitch)
View::screen(yaw, pitch, fov_degrees, aspect, far)
}
fn update_lightmap(
&mut self,
@@ -3586,7 +3736,12 @@ impl Renderer {
let size = [self.config.width, self.config.height];
let target_texture = match (&surface_frame, &mut self.hdr) {
(Some(_), Some(hdr)) => hdr.frame(&self.device, size),
(Some(f), None) => f.texture.clone(),
// A screenshot of a swapchain without COPY_SRC (OpenGL) draws
// into a texture that has it, then onto the swapchain.
(Some(f), None) => self
.readback
.target(&self.device, &f.texture, self.screenshot.is_some())
.unwrap_or_else(|| f.texture.clone()),
(None, _) => self.offscreen.clone().ok_or("no offscreen target")?,
};
// One command buffer for the frame, after the section copies staged
@@ -3614,7 +3769,19 @@ impl Renderer {
frame.block_flicker,
frame.boss_darken,
);
let view_proj = self.view_projection(frame);
let views = self.views(frame);
let pose = frame.bob * frame.spin;
let view_proj = views.primary().view_proj(pose);
// TAA runs where the world post pass does, not under a shader pack's own.
let taa = !frame.title
&& self.pack_post.as_ref().is_none_or(|p| p.1.is_none())
&& self.native.as_ref().is_none_or(|n| n.post.is_none());
let jittered = self.world_post.jitter(
[self.config.width, self.config.height],
taa,
view_proj,
frame.camera,
) * view_proj;
if frame.title {
self.panorama.prepare(
&self.queue,
@@ -3624,8 +3791,7 @@ impl Renderer {
frame.pitch,
);
}
let aspect = self.config.width as f32 / self.config.height.max(1) as f32;
let view = crate::camera::view_matrix(frame.yaw, frame.pitch);
let view = views.primary().view;
let sun_angle = frame.sky.sun_angle.to_radians();
// Celestial bodies rotate around the X axis; angle 0 = noon.
let sun = Vec3::new(0.0, sun_angle.cos(), -sun_angle.sin());
@@ -3666,7 +3832,7 @@ impl Renderer {
)
};
let globals = Globals {
view_proj: view_proj.to_cols_array_2d(),
view_proj: jittered.to_cols_array_2d(),
fog_color,
fog,
sky_color: [
@@ -3678,8 +3844,8 @@ impl Renderer {
misc: [
1.0 - frame.sky.sky_light_factor,
frame.game_time,
aspect,
(frame.fov_degrees.to_radians() / 2.0).tan(),
views.primary().aspect,
views.primary().tan_half_fov,
],
inverse_view: view.inverse().to_cols_array_2d(),
sunrise: frame.sky.sunrise_color,
@@ -3706,6 +3872,7 @@ impl Renderer {
}
lights
},
sunrise_fan: sunrise_fan::normals(frame.sky.sunrise_color[3], sun),
};
self.uploads
.buffer(&mut encoder, &self.globals, 0, bytemuck::bytes_of(&globals));
@@ -3741,14 +3908,15 @@ impl Renderer {
bytemuck::bytes_of(&crosshair_globals),
);
// Frustum culling and camera-relative origins.
let cull_proj = views.cull().view_proj(pose);
let view = Frustum {
planes: frustum(view_proj),
planes: frustum(cull_proj),
};
let camera = frame.camera;
let camera_section = camera_section(camera);
// Solid quads facing away from the eye are left out: the bob moves
// the eye off `camera`, so it is found from the projection.
let eye = projection_center(view_proj).filter(|_| self.sides_on);
let eye = projection_center(cull_proj).filter(|_| self.sides_on);
let culling = !frame.title && frame.cave_culling;
if culling {
crate::spans::time("occlusion", || {
@@ -4208,6 +4376,7 @@ impl Renderer {
}
let [
entity_quads,
text_quads,
crumbling_quads,
translucent_crumbling_quads,
water_mask_quads,
@@ -4220,6 +4389,7 @@ impl Renderer {
.update(entities, frame.additive, frame.hand, frame.see_through);
let weather_quads = frame.weather.len() as u32 / 4;
let world_quads = entity_quads
+ text_quads
+ crumbling_quads
+ translucent_crumbling_quads
+ water_mask_quads
@@ -4298,7 +4468,7 @@ impl Renderer {
self.stars.prepare(
&mut self.uploads,
&mut encoder,
view_proj * rotation,
jittered * rotation,
brightness,
);
}
@@ -4471,6 +4641,8 @@ impl Renderer {
.flatten();
}
let pack_reads_world = pack_post || native_post;
// Phase 2 of occlusion culling draws over the depth, and a shader pack or TAA reads it.
let keep_depth = pack_reads_world || (taa && self.world_post.taa);
// The pack's program reads the vertices this frame's draws bind.
let pack_draws_terrain = pack_terrain && flat_frame == self.pack_terrain_flat;
// The shadow camera's lists, drawn by the pack's shadow programs.
@@ -4622,8 +4794,7 @@ impl Renderer {
view: world_depth,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
// Phase 2 of occlusion culling draws over it; a shader pack reads it.
store: if cull.is_some() || pack_reads_world {
store: if cull.is_some() || keep_depth {
wgpu::StoreOp::Store
} else {
wgpu::StoreOp::Discard
@@ -4698,7 +4869,7 @@ impl Renderer {
&mut encoder,
world_view,
world_depth,
pack_reads_world,
keep_depth,
);
pass.set_bind_group(0, &self.group, &[]);
pack_frame(&mut pass);
@@ -4728,7 +4899,7 @@ impl Renderer {
&mut encoder,
world_view,
world_depth,
pack_reads_world,
keep_depth,
);
pass.set_bind_group(0, &self.group, &[]);
pack_frame(&mut pass);
@@ -4757,6 +4928,13 @@ impl Renderer {
pass.draw_indexed(0..entity_quads * 6, 0, 0..1);
pass.set_bind_group(0, &self.group, &[]);
}
if text_quads > 0 {
pass.set_pipeline(&self.text_polygon_offset_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(0..text_quads * 6, (entity_quads * 4) as i32, 0..1);
pass.set_bind_group(0, &self.group, &[]);
}
if translucent_item_quads > 0 {
pass.set_pipeline(&self.translucent_item_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
@@ -4776,7 +4954,11 @@ impl Renderer {
pass.set_pipeline(&self.crumbling_pipeline);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(0..crumbling_quads * 6, (entity_quads * 4) as i32, 0..1);
pass.draw_indexed(
0..crumbling_quads * 6,
((entity_quads + text_quads) * 4) as i32,
0..1,
);
pass.set_bind_group(0, &self.group, &[]);
}
if shadow_quads > 0 {
@@ -4802,7 +4984,8 @@ impl Renderer {
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(
0..water_mask_quads * 6,
((entity_quads + crumbling_quads + translucent_crumbling_quads) * 4) as i32,
((entity_quads + text_quads + crumbling_quads + translucent_crumbling_quads)
* 4) as i32,
0..1,
);
pass.set_bind_group(0, &self.group, &[]);
@@ -4820,6 +5003,7 @@ impl Renderer {
pass.draw_indexed(
0..swirl_quads * 6,
((entity_quads
+ text_quads
+ crumbling_quads
+ translucent_crumbling_quads
+ water_mask_quads)
@@ -4913,7 +5097,7 @@ impl Renderer {
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(
0..translucent_crumbling_quads * 6,
((entity_quads + crumbling_quads) * 4) as i32,
((entity_quads + text_quads + crumbling_quads) * 4) as i32,
0..1,
);
}
@@ -5041,7 +5225,8 @@ impl Renderer {
native.timing.as_mut(),
);
} else if scaled.is_some() {
self.world_post.finish(&mut encoder, &view_target);
self.world_post
.finish(&self.queue, &mut encoder, &view_target);
}
if let Some(hdr) = &self.hdr {
hdr.keep_world(&mut encoder);
@@ -5078,6 +5263,10 @@ impl Renderer {
((world_quads + additive_quads) * 4) as i32,
0..1,
);
drop(pass);
if let Some(hdr) = &self.hdr {
hdr.mark_hand(&mut encoder);
}
}
// GameRenderer.render: LevelRenderer.blitEntityOutline after the level and the hand.
self.entity_outline.draw(
@@ -5086,6 +5275,13 @@ impl Renderer {
&self.entity_group,
&self.indices,
);
// The world icon grabs here: after the level and the hand, before
// the effects and the HUD draw over them (`tryTakeScreenshotIfNeeded`
// runs right after `renderLevel`).
let readback = self
.screenshot
.take_if(|request| request.size.is_some())
.and_then(|request| self.take_readback(request, &mut encoder, &target_texture));
if !frame.screen.is_empty() {
let attachments = [Some(wgpu::RenderPassColorAttachment {
view: &view_target,
@@ -5189,24 +5385,20 @@ impl Renderer {
(&view_target, self.config.format.remove_srgb_suffix()),
);
}
let readback = self.screenshot.take().and_then(|path| {
// The copy and PNG writer both assume 8-bit pixels; a float surface would make
// the row stride too small for the copy and abort in validation.
if self.config.format.block_copy_size(None) == Some(4) {
Some((path, self.copy_frame(&mut encoder, &target_texture)))
} else {
self.screenshot_result = Some(Err(format!(
"screenshots need a 32-bit surface format, not {:?}",
self.config.format
)));
None
}
let readback = readback.or_else(|| {
self.screenshot
.take()
.and_then(|request| self.take_readback(request, &mut encoder, &target_texture))
});
self.uploads.finish(&encoder);
if has_section_copies {
self.section_copy_bytes = 0;
self.section_uploads.finish(&encoder);
}
if let Some(f) = &surface_frame {
self.readback
.present(&self.device, &mut encoder, &f.texture);
}
if let (Some(hdr), Some(f)) = (&self.hdr, &surface_frame) {
hdr.present(&self.queue, &mut encoder, &f.texture, !frame.title);
}
@@ -5227,9 +5419,9 @@ impl Renderer {
if let Some(Some(timer)) = Self::pass_timer(&mut self.pack_post, &mut self.native) {
timer.submitted(&self.queue);
}
if let Some((path, buffer)) = readback {
if let Some((request, buffer)) = readback {
self.screenshot_result = Some(
self.write_screenshot(&path, &buffer)
self.write_screenshot(&request, &buffer)
.map_err(|e| e.to_string()),
);
}
@@ -5279,43 +5471,68 @@ impl Renderer {
Ok(true)
}
}
/// Bytes per row of a `width`-pixel frame read back at 4 bytes a pixel.
fn padded_row(width: u32) -> u32 {
(width * 4).next_multiple_of(wgpu::COPY_BYTES_PER_ROW_ALIGNMENT)
}
/// Encodes the copy of `texture`'s `size` pixels into a mappable buffer.
fn copy_frame(
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
texture: &wgpu::Texture,
[width, height]: [u32; 2],
) -> wgpu::Buffer {
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Horizon screenshot"),
size: u64::from(padded_row(width)) * u64::from(height),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
encoder.copy_texture_to_buffer(
texture.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(padded_row(width)),
rows_per_image: None,
},
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
buffer
}
impl Renderer {
fn padded_row(&self) -> u32 {
(self.config.width * 4).next_multiple_of(wgpu::COPY_BYTES_PER_ROW_ALIGNMENT)
}
fn copy_frame(
&self,
/// Take a screenshot request: queue the frame's copy, or report why the
/// frame cannot be read back.
fn take_readback(
&mut self,
request: ScreenshotRequest,
encoder: &mut wgpu::CommandEncoder,
texture: &wgpu::Texture,
) -> wgpu::Buffer {
let buffer = self.device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Horizon screenshot"),
size: u64::from(self.padded_row()) * u64::from(self.config.height),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
encoder.copy_texture_to_buffer(
texture.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(self.padded_row()),
rows_per_image: None,
},
},
wgpu::Extent3d {
width: self.config.width,
height: self.config.height,
depth_or_array_layers: 1,
},
);
buffer
}
fn write_screenshot(&self, path: &std::path::Path, buffer: &wgpu::Buffer) -> Result<[u32; 2]> {
if !self.config.usage.contains(wgpu::TextureUsages::COPY_SRC) {
return Err("this surface does not support frame readback".into());
) -> Option<(ScreenshotRequest, wgpu::Buffer)> {
// The copy and PNG writer both assume 8-bit pixels; a float surface would make
// the row stride too small for the copy and abort in validation.
if self.config.format.block_copy_size(None) == Some(4) {
let size = [self.config.width, self.config.height];
Some((request, copy_frame(&self.device, encoder, texture, size)))
} else {
self.screenshot_result = Some(Err(format!(
"screenshots need a 32-bit surface format, not {:?}",
self.config.format
)));
None
}
}
fn write_screenshot(
&self,
request: &ScreenshotRequest,
buffer: &wgpu::Buffer,
) -> Result<[u32; 2]> {
let (sender, receiver) = std::sync::mpsc::channel();
buffer.map_async(wgpu::MapMode::Read, .., move |r| {
let _ = sender.send(r);
@@ -5330,7 +5547,7 @@ impl Renderer {
let (width, height, row) = (
self.config.width,
self.config.height,
self.padded_row() as usize,
padded_row(self.config.width) as usize,
);
let bgra = matches!(
self.config.format.remove_srgb_suffix(),
@@ -5350,8 +5567,18 @@ impl Renderer {
}
}
buffer.unmap();
// NativeImage.resizeSubRectTo on takeAutoScreenshot's grab: the icon
// is the frame's centre square averaged down to its size.
let (width, height, pixels) = match request.size {
Some(size) => (
size[0],
size[1],
square_downscale(&pixels, self.config.width, self.config.height, size),
),
None => (self.config.width, self.config.height, pixels),
};
let mut encoder = png::Encoder::new(
std::io::BufWriter::new(std::fs::File::create(path)?),
std::io::BufWriter::new(std::fs::File::create(&request.path)?),
width,
height,
);
@@ -5361,6 +5588,42 @@ impl Renderer {
Ok([width, height])
}
}
/// Centre-crop the frame to a square and average it down to `size`.
pub(crate) fn square_downscale(pixels: &[u8], width: u32, height: u32, size: [u32; 2]) -> Vec<u8> {
let (side, cx, cy) = if width > height {
(height, (width - height) / 2, 0)
} else {
(width, 0, (height - width) / 2)
};
let [tw, th] = size;
let mut out = vec![0u8; (tw * th * 4) as usize];
for ty in 0..th {
let y0 = cy + ty * side / th;
let y1 = cy + (ty + 1) * side / th;
for tx in 0..tw {
let x0 = cx + tx * side / tw;
let x1 = cx + (tx + 1) * side / tw;
let (mut r, mut g, mut b) = (0u32, 0u32, 0u32);
for y in y0..y1 {
for x in x0..x1 {
let p = ((y * width + x) * 4) as usize;
r += u32::from(pixels[p]);
g += u32::from(pixels[p + 1]);
b += u32::from(pixels[p + 2]);
}
}
let count = (x1 - x0) * (y1 - y0);
let o = ((ty * tw + tx) * 4) as usize;
out[o..o + 4].copy_from_slice(&[
(r / count) as u8,
(g / count) as u8,
(b / count) as u8,
255,
]);
}
}
out
}
/// Camera-relative clip planes (`Frustum`).
#[derive(Clone, Copy, Debug)]
pub struct Frustum {
@@ -5452,6 +5715,23 @@ fn frustum(m: Mat4) -> [Vec4; 6] {
#[cfg(test)]
mod tests {
#[test]
fn drawable_size_skips_minimized_and_oversized_windows() {
use super::drawable_size;
assert!(drawable_size(1280, 720, 8192));
assert!(drawable_size(1, 1, 8192));
assert!(drawable_size(8192, 8192, 8192));
// Minimized.
assert!(!drawable_size(0, 720, 8192));
assert!(!drawable_size(1280, 0, 8192));
assert!(!drawable_size(0, 0, 8192));
// One past the device's largest texture.
assert!(!drawable_size(8193, 720, 8192));
assert!(!drawable_size(1280, 8193, 8192));
// The crash: a window `SetWindowPos` made 65535 pixels tall, on an RTX 5080 (32768).
assert!(!drawable_size(984, 65496, 32768));
assert!(!drawable_size(984, u32::MAX, 32768));
}
#[test]
fn surface_is_8_bit_and_not_srgb() {
use super::surface_format;
@@ -5516,6 +5796,7 @@ mod tests {
(11, 2),
(15, 10),
(7, 3),
(35, 11),
(4, 4),
(12, 7),
]
@@ -5525,7 +5806,7 @@ mod tests {
let mut batch = super::EntityBatch::default();
let counts = batch.update(&entities, &quad(3, 5), &quad(0, 6), &quad(0, 8));
let vertices = &batch.combined;
assert_eq!(counts, [4, 1, 1, 0, 0, 1, 1, 0]);
assert_eq!(counts, [4, 1, 1, 1, 0, 0, 1, 1, 0]);
assert_eq!(
vertices
.as_chunks::<4>()
@@ -5533,7 +5814,7 @@ mod tests {
.iter()
.map(|q| q[0].light)
.collect::<Vec<_>>(),
[0, 1, 3, 4, 2, 7, 9, 10, 5, 6, 8]
[0, 1, 3, 4, 11, 2, 7, 9, 10, 5, 6, 8]
);
}
#[test]
@@ -5704,7 +5985,7 @@ mod tests {
#[test]
fn indirect_draws_are_validated_only_in_debug_builds_and_on_directx_12() {
let validated = |backends| {
super::instance_descriptor(backends)
super::instance_descriptor(backends, None)
.flags
.contains(wgpu::InstanceFlags::VALIDATION_INDIRECT_CALL)
};
@@ -5873,3 +6154,101 @@ mod sprite_upload_tests {
}
}
}
/// What the system says about the window's display, kept up to date: on Wayland, the
/// compositor's preferred image description of the surface.
#[derive(Default)]
struct DisplayWatch {
#[cfg(target_os = "linux")]
wayland: Option<horizon_hdr::wayland::Watch>,
}
impl DisplayWatch {
/// Starts watching, with what the system reports now.
fn new(window: &Window) -> (Self, Option<crate::graphics::Reported>) {
#[cfg(target_os = "linux")]
if let Some((wayland, now)) = horizon_hdr::wayland::Watch::new(window) {
let watch = Self {
wayland: Some(wayland),
};
return (watch, now.map(reported));
}
let _ = window;
(Self::default(), None)
}
/// What the system reports, if that changed since the last call.
fn changed(&mut self) -> Option<Option<crate::graphics::Reported>> {
#[cfg(target_os = "linux")]
if let Some(wayland) = &mut self.wayland {
return wayland.changed().map(|now| now.map(reported));
}
None
}
}
/// The log of what the system reports about the display: one line per change. The
/// renderer is made anew a few times while the game starts and each asks again, and a
/// slider dragged in the desktop's settings changes the values many times a second, so
/// a change within [`DISPLAY_LOG_QUIET`] of the last line waits until the values have
/// held that long, and only the one they settled on is logged.
struct DisplayLog {
last: String,
at: Option<std::time::Instant>,
pending: Option<(String, std::time::Instant)>,
}
static DISPLAY_LOG: std::sync::Mutex<DisplayLog> = std::sync::Mutex::new(DisplayLog {
last: String::new(),
at: None,
pending: None,
});
const DISPLAY_LOG_QUIET: std::time::Duration = std::time::Duration::from_secs(1);
fn log_display(line: String) {
let now = std::time::Instant::now();
let mut log = DISPLAY_LOG
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
if line == log.last {
log.pending = None;
} else if log.at.is_none_or(|at| now - at >= DISPLAY_LOG_QUIET) {
log::info!("{line}");
(log.last, log.at, log.pending) = (line, Some(now), None);
} else {
log.pending = Some((line, now));
}
}
/// Logs a change [`log_display`] held back, once the values have held for
/// [`DISPLAY_LOG_QUIET`].
fn flush_display_log() {
let now = std::time::Instant::now();
let mut log = DISPLAY_LOG
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
if let Some((_, since)) = &log.pending
&& now - *since >= DISPLAY_LOG_QUIET
&& let Some((line, _)) = log.pending.take()
{
log::info!("{line}");
(log.last, log.at) = (line, Some(now));
}
}
/// What a compositor's luminances mean in HDR output's scale.
///
/// KWin maps content's reference white (203 nits in PQ, BT.2408) onto its own, so the
/// desktop's white is 203 there and the peak is the target's maximum over that ratio.
/// Checked on KWin. Hyprland (0.57) reports the standard 203, and shows HDR windows below
/// the SDR white of its desktop (which it doesn't report), so Auto can't match its desktop
/// there. Other compositors are unchecked. The peak is kept within the settings' lowest and
/// PQ's top, so the metadata never ends below the black level.
#[cfg(target_os = "linux")]
fn reported(l: horizon_hdr::wayland::Luminances) -> crate::graphics::Reported {
let peak = (l.target_max * 203.0 / l.reference.max(1.0)).round() as u32;
log_display(format!(
"Horizon renderer: the compositor shows this window with reference white {} nits, \
{}..{} nits: peak {peak} nits in HDR output's scale",
l.reference, l.target_min, l.target_max,
));
crate::graphics::Reported {
paper_white: 203,
peak: peak.clamp(200, 10_000),
}
}
@@ -103,10 +103,11 @@ impl SpriteAnimator {
let mut counts: Vec<usize> = Vec::new();
let mut sprites = Vec::with_capacity(animations.len());
for animation in animations {
let chains: Vec<_> = (0..animation.frame_count())
.map(|frame| source_chain(animation.pixels(frame), size, settings, animation.layer))
let pixels: Vec<_> = (0..animation.frame_count())
.map(|frame| animation.pixels(frame))
.collect();
let bytes: u64 = chains.iter().map(|(chain, _)| chain.len() as u64).sum();
let (chains, edge) = source_chains(&pixels, size, settings, animation.layer);
let bytes: u64 = chains.iter().map(|chain| chain.len() as u64).sum();
if bytes > limit {
log::warn!(
"Horizon: layer {}'s animation ({bytes} bytes) does not fit in a storage buffer; it stays still",
@@ -124,7 +125,7 @@ impl SpriteAnimator {
let data = &mut frames[buffer];
let offsets = chains
.iter()
.map(|(chain, _)| {
.map(|chain| {
let offset = (data.len() / 4) as u32;
data.extend_from_slice(chain);
offset
@@ -142,7 +143,7 @@ impl SpriteAnimator {
shown: None,
layer: animation.layer % split,
frames: offsets,
edge: chains[0].1,
edge,
group,
});
}
@@ -424,15 +425,63 @@ fn mix_level(frames: &[u8], [_, current, next, millis, edge]: [u32; 5], width: u
/// array's size from its own size's chain, its first level repeated into the
/// larger levels: that chain, which the shader repeats. Any other sprite: its
/// chain at the array's size.
#[cfg(test)]
fn source_chain(pixels: &[u8], size: u32, settings: &[Settings], layer: u32) -> (Vec<u8>, u32) {
let native = settings.get(layer as usize).map_or(0, |s| s.native_size);
let edge = if native.is_power_of_two() && native < size {
native
let (mut chains, edge) = source_chains(&[pixels], size, settings, layer);
(chains.swap_remove(0), edge)
}
/// Every frame's chain, laid out as one frame's `source_chain`, but mipmapped as
/// vanilla's `SpriteContents.increaseMipLevel` does: over the whole animation
/// sheet (the frames stacked), so `solidify` and the alpha-to-coverage scale
/// of each level are the sheet's, not each frame's. A frame alone has a
/// single texel square at its 2x2 level, and its coverage scale could round
/// a whole far frame transparent (kelp blinking out at distance).
fn source_chains(
frames: &[&[u8]],
size: u32,
settings: &[Settings],
layer: u32,
) -> (Vec<Vec<u8>>, u32) {
let s = settings.get(layer as usize).copied().unwrap_or_default();
let edge = if s.native_size.is_power_of_two() && s.native_size < size {
s.native_size
} else {
size
};
let frame = crate::sprites::resample(pixels, size, edge);
(super::mip_chain(&frame, edge, settings, layer, 1).0, edge)
let mut sheet = crate::mipmap::Image {
width: edge,
height: edge * frames.len() as u32,
pixels: Vec::with_capacity((edge * edge) as usize * frames.len()),
};
for frame in frames {
let frame = crate::sprites::resample(frame, size, edge);
sheet.pixels.extend_from_slice(frame.as_chunks::<4>().0);
}
let has_transparent = s.has_transparent || sheet.pixels.iter().any(|p| p[3] == 0);
let levels = crate::mipmap::generate(
sheet,
edge.trailing_zeros(),
Settings {
has_transparent,
..s
},
);
let chains = (0..frames.len())
.map(|frame| {
let mut chain = Vec::new();
for level in &levels {
let texels = (level.width * level.width) as usize;
chain.extend(
level.pixels[frame * texels..(frame + 1) * texels]
.iter()
.flatten(),
);
}
chain
})
.collect();
(chains, edge)
}
#[cfg(test)]
@@ -572,6 +621,63 @@ mod tests {
}
}
#[test]
fn kelp_frames_share_the_sheet_mips() {
let root = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("../../.local/horizon-client")
.join(horizon_core::VANILLA_VERSION);
if !root
.join("assets/minecraft/textures/block/kelp.png")
.exists()
{
return;
}
let mut sprites = crate::sprites::Sprites::default();
for name in ["kelp", "kelp_plant", "seagrass", "tall_seagrass_top"] {
sprites
.insert(&root, &format!("minecraft:block/{name}"))
.unwrap();
}
sprites.finish();
// A level drawn nowhere: no texel passes the cutout's alpha test.
let blank = |chain: &[u8], edge: u32| {
let mut start = 0;
let mut level = edge;
let mut blank = Vec::new();
while level > 0 {
let bytes = (level * level * 4) as usize;
let texels = &chain[start..start + bytes];
blank.push(texels.as_chunks::<4>().0.iter().all(|p| p[3] < 128));
start += bytes;
level >>= 1;
}
blank
};
let mut blinked = 0;
for animation in &sprites.animations {
let size = sprites.size;
let pixels: Vec<_> = (0..animation.frame_count())
.map(|f| animation.pixels(f))
.collect();
let (chains, edge) = source_chains(&pixels, size, &sprites.mips, animation.layer);
for (frame, chain) in chains.iter().enumerate() {
// The 1x1 level has no texel square to measure coverage on
// (vanilla leaves it unscaled); every larger level shows.
let levels = blank(chain, edge);
assert!(
!levels[..levels.len() - 1].contains(&true),
"layer {} frame {frame}: {levels:?}",
animation.layer
);
let (alone, _) = source_chain(pixels[frame], size, &sprites.mips, animation.layer);
let alone = blank(&alone, edge);
blinked += usize::from(alone[..alone.len() - 1].contains(&true));
}
}
// Mipmapped frame by frame, some kelp frames vanished at the 2x2 level.
assert!(blinked > 0);
}
#[test]
fn rounding_matches_f32_mix_but_for_exact_halves() {
// The CPU blend this replaced: f32 mix, then rounded. They differ
@@ -730,8 +836,11 @@ mod tests {
queue.submit([encoder.finish()]);
for animation in &animations {
let blend = animation.blend(tick);
let chain = |f| source_chain(animation.pixels(f), size, &mips, animation.layer);
let ((current, edge), (next, _)) = (chain(blend.frame), chain(blend.next));
let pixels: Vec<_> = (0..animation.frame_count())
.map(|f| animation.pixels(f))
.collect();
let (chains, edge) = source_chains(&pixels, size, &mips, animation.layer);
let (current, next) = (&chains[blend.frame], &chains[blend.next]);
let layers = read_back(
&device,
&queue,
@@ -739,7 +848,7 @@ mod tests {
);
assert_eq!(
layers[(animation.layer % split) as usize],
reference(&current, &next, blend.millis, edge, size),
reference(current, next, blend.millis, edge, size),
"layer {} at tick {tick}",
animation.layer
);
@@ -0,0 +1,214 @@
//! Splitscreen: several players' renderers draw offscreen on one device, and the
//! compositor copies each frame into its place on a window's surface. A window holds views but
//! never owns them, so a view can later move to another window (another monitor, detached).
use super::Renderer;
use crate::Result;
use std::sync::Arc;
use winit::window::Window;
pub struct Compositor {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
present_modes: Vec<wgpu::PresentMode>,
suspended: bool,
}
impl Renderer {
/// A compositor for `window` on this renderer's device, presenting on the surface it gave up.
pub fn compositor(&self, window: Arc<Window>) -> Result<Compositor> {
// The surface this renderer set aside for its successor (`release_surface`), else a new
// one: a window can't keep two.
let spare = self
.spare_surface
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner)
.take();
let surface = match spare {
Some(surface) => surface,
None => self.instance.create_surface(window.clone())?,
};
Compositor::new(
surface,
&self.adapter,
&self.device,
&self.queue,
window.inner_size().into(),
)
}
/// The last offscreen frame (`--offscreen`), for the compositor.
pub fn offscreen_frame(&self) -> Option<&wgpu::Texture> {
self.offscreen.as_ref()
}
/// Splitscreen turned off: a compositor's surface, set aside for the renderer that draws on
/// the window again (it takes it, as after `release_surface`).
pub fn take_back(&self, compositor: Compositor) {
*self
.spare_surface
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner) = Some(compositor.surface);
}
}
impl Compositor {
/// Present offscreen BGRA frames on a compatible surface using their existing device.
/// The surface must support COPY_DST and Bgra8Unorm; unsupported surfaces return an error.
pub fn new(
surface: wgpu::Surface<'static>,
adapter: &wgpu::Adapter,
device: &wgpu::Device,
queue: &wgpu::Queue,
size: [u32; 2],
) -> Result<Self> {
let caps = surface.get_capabilities(adapter);
// ponytail: a plain texture copy needs the offscreen frames' format; a blit pass would
// take any surface format (Rgba8Unorm on some Linux drivers).
if !caps.usages.contains(wgpu::TextureUsages::COPY_DST) {
return Err("surface does not support copying offscreen frames".into());
}
let format = wgpu::TextureFormat::Bgra8Unorm;
if !caps.formats.contains(&format) {
return Err(format!(
"splitscreen needs a {format:?} surface; this one offers {:?}",
caps.formats
)
.into());
}
let max = device.limits().max_texture_dimension_2d;
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
format,
width: size[0].clamp(1, max),
height: size[1].clamp(1, max),
present_mode: wgpu::PresentMode::Fifo,
desired_maximum_frame_latency: 2,
alpha_mode: wgpu::CompositeAlphaMode::Opaque,
view_formats: vec![],
color_space: wgpu::SurfaceColorSpace::default(),
};
surface.configure(device, &config);
Ok(Compositor {
surface,
device: device.clone(),
queue: queue.clone(),
config,
present_modes: caps.present_modes,
suspended: !super::drawable_size(size[0], size[1], max),
})
}
/// Vsync on: presents wait for the display. Off: they don't (Mailbox, else Immediate).
pub fn set_vsync(&mut self, vsync: bool) {
let mode = [wgpu::PresentMode::Mailbox, wgpu::PresentMode::Immediate]
.into_iter()
.find(|m| !vsync && self.present_modes.contains(m))
.unwrap_or(wgpu::PresentMode::Fifo);
if mode != self.config.present_mode {
self.config.present_mode = mode;
self.surface.configure(&self.device, &self.config);
}
}
pub fn resize(&mut self, width: u32, height: u32) {
self.suspended =
!super::drawable_size(width, height, self.device.limits().max_texture_dimension_2d);
if !self.suspended {
self.config.width = width;
self.config.height = height;
self.surface.configure(&self.device, &self.config);
}
}
/// Copy each view's frame to its top-left corner on the window and present. Frames that
/// don't fit are clipped; parts of the window no view covers (a view before its first frame,
/// one still at its old size after a resize) are black. Nothing when the window has no frame
/// to give (occluded, resized, timed out). Returns true when a frame was submitted.
pub fn present(&mut self, views: &[(&wgpu::Texture, [u32; 2])]) -> bool {
if self.suspended {
return false;
}
let frame = match self.surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(f)
| wgpu::CurrentSurfaceTexture::Suboptimal(f) => f,
wgpu::CurrentSurfaceTexture::Outdated | wgpu::CurrentSurfaceTexture::Lost => {
self.surface.configure(&self.device, &self.config);
return false;
}
_ => return false,
};
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Splitscreen compositor"),
});
let target = frame.texture.create_view(&Default::default());
drop(encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Splitscreen compositor clear"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &target,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
}));
for &(texture, [x, y]) in views {
let [width, height] = clipped_size(
[texture.width(), texture.height()],
[x, y],
[self.config.width, self.config.height],
);
if width == 0 || height == 0 {
continue;
}
encoder.copy_texture_to_texture(
texture.as_image_copy(),
wgpu::TexelCopyTextureInfo {
origin: wgpu::Origin3d { x, y, z: 0 },
..frame.texture.as_image_copy()
},
wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
);
}
self.queue.submit([encoder.finish()]);
self.queue.present(frame);
true
}
}
/// Copies never reach past the surface, including while a resized view still has its old frame.
fn clipped_size(view: [u32; 2], at: [u32; 2], surface: [u32; 2]) -> [u32; 2] {
[
view[0].min(surface[0].saturating_sub(at[0])),
view[1].min(surface[1].saturating_sub(at[1])),
]
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn frames_are_clipped_to_the_window_during_resize() {
assert_eq!(clipped_size([640, 480], [0, 0], [1280, 720]), [640, 480]);
assert_eq!(
clipped_size([640, 480], [1000, 600], [1280, 720]),
[280, 120]
);
assert_eq!(clipped_size([640, 480], [1280, 720], [1280, 720]), [0, 0]);
assert_eq!(
clipped_size([640, 480], [u32::MAX, 0], [1280, 720]),
[0, 480]
);
}
}
@@ -2,13 +2,14 @@
use super::Vertex;
/// Entity materials by a quad's overlay (`Vertex::layer`), in draw order:
/// ordinary entities, breaking cracks (11), translucent breaking cracks (12),
/// the boat water mask (13, `RenderPipelines.WATER_MASK`), energy swirls
/// (34, `RenderPipelines.ENERGY_SWIRL`), entity shadows (14,
/// ordinary entities, world text drawn with a depth bias (35,
/// `RenderPipelines.TEXT_POLYGON_OFFSET`), breaking cracks (11), translucent
/// breaking cracks (12), the boat water mask (13, `RenderPipelines.WATER_MASK`),
/// energy swirls (34, `RenderPipelines.ENERGY_SWIRL`), entity shadows (14,
/// `RenderPipelines.ENTITY_SHADOW`), translucent-layer particles (15, drawn
/// after translucent terrain: `SubmitNodeCollection.submitQuadParticleGroup`)
/// and translucent item quads (32, drawn without depth writes).
const MATERIALS: usize = 8;
const MATERIALS: usize = 9;
/// The overlay of depth-only quads that hide water (`RenderTypes.waterMask`).
pub const WATER_MASK_OVERLAY: u32 = 13;
/// The overlay of energy swirl quads (`RenderTypes.energySwirl`: the charged creeper's and the
@@ -24,17 +25,21 @@ pub const TRANSLUCENT_PARTICLE_OVERLAY: u32 = 15;
pub const TRANSLUCENT_ITEM_OVERLAY: u32 = 32;
/// A translucent item with an enchantment glint.
pub const TRANSLUCENT_GLINT_ITEM_OVERLAY: u32 = 33;
/// The overlay of text in `Font.DisplayMode.POLYGON_OFFSET` (text displays):
/// drawn like an ordinary entity, pulled toward the camera.
pub const TEXT_POLYGON_OFFSET_OVERLAY: u32 = 35;
/// The material of a quad by its overlay (`MATERIALS` order).
fn material(layer: u32) -> usize {
match layer {
11 => 1,
12 => 2,
WATER_MASK_OVERLAY => 3,
ENERGY_SWIRL_OVERLAY => 4,
SHADOW_OVERLAY => 5,
TRANSLUCENT_PARTICLE_OVERLAY => 6,
TRANSLUCENT_ITEM_OVERLAY | TRANSLUCENT_GLINT_ITEM_OVERLAY => 7,
TEXT_POLYGON_OFFSET_OVERLAY => 1,
11 => 2,
12 => 3,
WATER_MASK_OVERLAY => 4,
ENERGY_SWIRL_OVERLAY => 5,
SHADOW_OVERLAY => 6,
TRANSLUCENT_PARTICLE_OVERLAY => 7,
TRANSLUCENT_ITEM_OVERLAY | TRANSLUCENT_GLINT_ITEM_OVERLAY => 8,
_ => 0,
}
}
@@ -102,9 +107,10 @@ mod tests {
) -> (Vec<Vertex>, [u32; MATERIALS]) {
let mut combined = Vec::with_capacity(entities.len() + additive.len() + hand.len());
let mut counts = [0; MATERIALS];
for (i, layer) in [0, 11, 12, 13, 34, 14, 15].into_iter().enumerate() {
for (i, layer) in [0, 35, 11, 12, 13, 34, 14, 15].into_iter().enumerate() {
for quad in entities.as_chunks::<4>().0 {
let material = match quad[0].layer {
35 => 35,
11 => 11,
12 => 12,
13 => 13,
@@ -130,7 +136,7 @@ mod tests {
pos: [index as f32, 2.0, 3.0],
uv: [index as f32, 5.0],
layer: if mixed {
[7, 11, 14, 12, 4, 13, 15, 0][index / 4 % 8]
[7, 11, 14, 35, 12, 4, 13, 15, 0][index / 4 % 9]
} else {
0
},
@@ -14,6 +14,12 @@ pub enum Output {
}
impl Output {
pub fn name(self) -> &'static str {
match self {
Self::Pq => "HDR10 (PQ)",
Self::ScRgb => "scRGB",
}
}
pub fn format(self) -> wgpu::TextureFormat {
match self {
Self::Pq => wgpu::TextureFormat::Rgb10a2Unorm,
@@ -57,6 +63,12 @@ struct Targets {
pub struct Hdr {
layout: wgpu::BindGroupLayout,
pipeline: wgpu::RenderPipeline,
/// Zeroes the frame's alpha once the world is kept (`keep_world`): what draws after,
/// the hand, HUD and menus, raises it, so HDR output knows where they cover the world.
clear_alpha: wgpu::RenderPipeline,
/// Scales the frame's alpha down to 1/255 where the hand drew (`mark_hand`), so HDR
/// output keeps the hand at the world's brightness.
hand_mark: wgpu::RenderPipeline,
params: wgpu::Buffer,
pub output: Output,
/// The frame's format: what every other pipeline draws in.
@@ -67,6 +79,10 @@ pub struct Hdr {
/// Paper white and peak brightness, in nits.
pub paper_white: f32,
pub peak: f32,
/// The display's black level, in nits: shadows are lifted onto it (`hdr.wgsl`).
pub black: f32,
/// The HUD and menus' brightness, as a share of paper white (0.25..=1).
pub ui: f32,
}
impl Hdr {
@@ -132,6 +148,48 @@ impl Hdr {
multiview_mask: None,
cache: None,
});
let alpha_pass = |label, blend| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(&device.create_pipeline_layout(&Default::default())),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_hdr"),
compilation_options: Default::default(),
buffers: &[],
},
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_clear_alpha"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
blend,
write_mask: wgpu::ColorWrites::ALPHA,
})],
}),
multiview_mask: None,
cache: None,
})
};
let clear_alpha = alpha_pass("Horizon HDR UI mask", None);
// Alpha times the blend constant (1/255): the hand's 1 becomes 1/255, the world's 0
// stays 0.
let scale_alpha = wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::Zero,
dst_factor: wgpu::BlendFactor::Constant,
operation: wgpu::BlendOperation::Add,
};
let hand_mark = alpha_pass(
"Horizon HDR hand mark",
Some(wgpu::BlendState {
color: scale_alpha,
alpha: scale_alpha,
}),
);
let params = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Horizon HDR parameters"),
size: 32,
@@ -141,6 +199,8 @@ impl Hdr {
Self {
layout,
pipeline,
clear_alpha,
hand_mark,
params,
output,
format,
@@ -148,6 +208,8 @@ impl Hdr {
debug: std::env::var_os("HORIZON_HDR_DEBUG").is_some_and(|v| v == "1"),
paper_white: 200.0,
peak: 1000.0,
black: 0.0,
ui: 1.0,
}
}
@@ -204,7 +266,9 @@ impl Hdr {
self.targets.as_ref().unwrap().frame.clone()
}
/// Keeps the world as drawn so far, before the hand and HUD cover it.
/// Keeps the world as drawn so far, before the hand and HUD cover it, then zeroes the
/// frame's alpha: the world's marks live on in the copy, and whatever draws from here
/// on raises the alpha where it covers the world.
pub fn keep_world(&self, encoder: &mut wgpu::CommandEncoder) {
let Some(t) = &self.targets else {
return;
@@ -214,6 +278,56 @@ impl Hdr {
t.world.as_image_copy(),
t.frame.size(),
);
let view = t.frame.create_view(&Default::default());
let attachments = [Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})];
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Horizon HDR UI mask"),
color_attachments: &attachments,
..Default::default()
});
pass.set_pipeline(&self.clear_alpha);
pass.draw(0..3, 0..1);
}
/// After the hand: its pixels' alpha goes down to 1/255, below anything the HUD and
/// menus leave, so HDR output tells the hand (the world's brightness, never lifted)
/// from the UI (UI Brightness).
pub fn mark_hand(&self, encoder: &mut wgpu::CommandEncoder) {
let Some(t) = &self.targets else {
return;
};
let view = t.frame.create_view(&Default::default());
let attachments = [Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})];
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Horizon HDR hand mark"),
color_attachments: &attachments,
..Default::default()
});
pass.set_pipeline(&self.hand_mark);
let a = 1.0 / 255.0;
pass.set_blend_constant(wgpu::Color {
r: a,
g: a,
b: a,
a,
});
pass.draw(0..3, 0..1);
}
/// Writes the finished frame to the swapchain image `target`.
@@ -234,8 +348,8 @@ impl Hdr {
f32::from(u8::from(world)),
f32::from(u8::from(self.debug)),
f32::from(u8::from(self.output == Output::Pq)),
0.0,
0.0,
self.black.clamp(0.0, paper),
self.ui.clamp(0.25, 1.0),
0.0,
];
queue.write_buffer(&self.params, 0, bytemuck::cast_slice(&params));
@@ -15,10 +15,19 @@ pub struct Bolt {
#[derive(Default)]
pub struct Input<'a> {
pub bolts: &'a [Bolt],
/// Current atlas white texel; a changed rect invalidates retained vertices.
/// Current atlas white texel ([`white_uv`]); a changed rect invalidates
/// retained vertices.
pub uv: [f32; 2],
}
/// The atlas point an untextured quad (`RenderTypes.lightning` has no
/// texture) samples: the middle of the white sprite. Its corner (`u0`, `v0`)
/// is on the sprite's border, where the atlas's nearest sampling picks the
/// neighbouring, transparent texels for most fragments.
pub fn white_uv(white: &crate::hud::Rect) -> [f32; 2] {
[(white.u0 + white.u1) / 2.0, (white.v0 + white.v1) / 2.0]
}
// Four layers, fourteen segments (eight trunk, two branches of three), four quads.
pub(super) const QUADS: u32 = 4 * 14 * 4;
@@ -496,3 +496,253 @@ fn retained_gpu_draw_matches_transient_additive_draw() {
assert_eq!(pixels[0], pixels[1], "frame {frame}: GPU output differs");
}
}
/// `horizon/white` (4x4 texels) at (40, 12) of a 64x32 atlas.
const ATLAS: (u32, u32) = (64, 32);
fn white_sprite() -> crate::hud::Rect {
let (w, h) = (ATLAS.0 as f32, ATLAS.1 as f32);
crate::hud::Rect {
u0: 40.0 / w,
v0: 12.0 / h,
u1: 44.0 / w,
v1: 16.0 / h,
w: 4,
h: 4,
}
}
/// The white sprite's corner is on its border with the next atlas texels,
/// which nearest sampling picks for most of a bolt's fragments (#3171): the
/// point sampled is at least a texel inside the sprite.
#[test]
fn white_uv_is_inside_the_white_sprite() {
let [u, v] = white_uv(&white_sprite());
let (x, y) = (u * ATLAS.0 as f32, v * ATLAS.1 as f32);
assert!((41.0..=43.0).contains(&x), "u at texel {x}");
assert!((13.0..=15.0).contains(&y), "v at texel {y}");
}
/// A bolt seen from 14 blocks through the atlas as the game binds it (nearest
/// sampling, only the white sprite opaque) draws the same pixels as through a
/// texture that is white everywhere (#3171: the sprite's corner left a few
/// scattered pixels). Run explicitly, like the test above.
#[test]
#[ignore = "requires GPU; run separately with --ignored --exact"]
fn bolt_through_the_atlas_white_sprite_is_fully_drawn() {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let Ok(adapter) = pollster::block_on(instance.request_adapter(&Default::default())) else {
eprintln!("no GPU adapter: skipped");
return;
};
let (device, queue) = pollster::block_on(adapter.request_device(&Default::default())).unwrap();
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(crate::gfx::entity_shader().into()),
});
let attributes = wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2,2=>Uint32,3=>Unorm8x4,4=>Uint8x4,5=>Snorm8x4,6=>Float32x2];
let offsets = wgpu::vertex_attr_array![7=>Float32x3];
let buffers = [
Some(wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &attributes,
}),
Some(wgpu::VertexBufferLayout {
array_stride: 12,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &offsets,
}),
];
// The lightning pipeline (gfx.rs): additive, into RGBA8.
let additive = wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
};
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_lightning"),
compilation_options: Default::default(),
buffers: &buffers,
},
primitive: wgpu::PrimitiveState {
cull_mode: None,
..Default::default()
},
depth_stencil: None,
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_celestial"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Unorm,
blend: Some(wgpu::BlendState {
color: additive,
alpha: additive,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
});
// The game's camera: 70 degrees, reversed depth, the bolt 14 blocks ahead.
let globals = crate::gfx::Globals {
view_proj: (glam::Mat4::perspective_rh(70f32.to_radians(), 1.0, 400.0, 0.05)
* glam::Mat4::look_at_rh(glam::Vec3::ZERO, glam::Vec3::Z, glam::Vec3::Y))
.to_cols_array_2d(),
..bytemuck::Zeroable::zeroed()
};
let globals = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: None,
contents: bytemuck::bytes_of(&globals),
usage: wgpu::BufferUsages::UNIFORM,
});
let texture = |(width, height): (u32, u32), data: &[u8]| {
device
.create_texture_with_data(
&queue,
&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
},
wgpu::util::TextureDataOrder::LayerMajor,
data,
)
.create_view(&Default::default())
};
let white = texture((1, 1), &[255; 4]);
// Transparent but for the white sprite.
let mut texels = vec![0u8; (ATLAS.0 * ATLAS.1 * 4) as usize];
for y in 12..16 {
for x in 40..44 {
let i = ((y * ATLAS.0 + x) * 4) as usize;
texels[i..i + 4].copy_from_slice(&[255; 4]);
}
}
let atlas = texture(ATLAS, &texels);
// The atlas sampler (gfx.rs): wgpu's default, nearest.
let sampler = device.create_sampler(&Default::default());
let indices = crate::gfx::Renderer::quad_indices(&device, QUADS);
let size = 256;
let extent = wgpu::Extent3d {
width: size,
height: size,
depth_or_array_layers: 1,
};
let draw = |view: &wgpu::TextureView, uv: [f32; 2]| -> Vec<u8> {
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &pipeline.get_bind_group_layout(0),
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: globals.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(&white),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
let bolts = [Bolt {
seed: 123,
at: [0.0, -1.62, 14.0],
}];
let input = Input { bolts: &bolts, uv };
let mut renderer = Renderer::new();
let mut uploads = Uploads::new(&device);
let mut encoder = device.create_command_encoder(&Default::default());
renderer.prepare(&device, &mut uploads, &mut encoder, &input, DVec3::ZERO);
let color = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: extent,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
{
let target = color.create_view(&Default::default());
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &target,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
pass.set_pipeline(&pipeline);
pass.set_bind_group(0, &group, &[]);
pass.set_index_buffer(indices.slice(..), wgpu::IndexFormat::Uint32);
renderer.draw(&mut pass, &input);
}
let read = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: u64::from(size * size * 4),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
encoder.copy_texture_to_buffer(
color.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &read,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(size * 4),
rows_per_image: None,
},
},
extent,
);
uploads.finish(&encoder);
queue.submit([encoder.finish()]);
read.slice(..)
.map_async(wgpu::MapMode::Read, |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
read.slice(..).get_mapped_range().unwrap().to_vec()
};
let lit = |pixels: &[u8]| pixels.chunks(4).filter(|p| p[3] != 0).count();
let expected = draw(&white, [0.5; 2]);
let drawn = draw(&atlas, white_uv(&white_sprite()));
assert!(lit(&expected) > 1000, "{} pixels", lit(&expected));
assert_eq!(
lit(&drawn),
lit(&expected),
"pixels drawn through the atlas"
);
assert!(drawn == expected, "the bolt's colours through the atlas");
}
@@ -476,10 +476,12 @@ fn sampler(
})
}
/// Runs `create` and returns its validation error, if any.
/// Runs `create` and returns its validation error, if any. A panic while it runs is an error
/// too: naga's backends turn a module they cannot write into a panic as the driver gets the
/// pipeline (#3525), which a pack's program must not turn into a crash.
fn checked<T>(device: &wgpu::Device, create: impl FnOnce() -> T) -> Result<T, String> {
let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
let value = create();
let value = crate::crash::contain(create);
match pollster::block_on(scope.pop()) {
Some(e) => {
// The details are in the error's description or its sources.
@@ -494,7 +496,7 @@ fn checked<T>(device: &wgpu::Device, create: impl FnOnce() -> T) -> Result<T, St
}
Err(message)
}
None => Ok(value),
None => value.map_err(|panic| format!("the shader compiler failed: {panic}")),
}
}
@@ -2629,6 +2631,38 @@ mod tests {
assert_eq!(used, [1, 2, 3]);
}
/// #3525: naga's SPIR-V writer panicked on Photon's gbuffers programs as the pipeline was
/// made. Such a panic skips the pass, as a validation error does, and the device goes on.
#[test]
fn a_shader_compiler_panic_skips_the_pass() {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let Ok(adapter) = pollster::block_on(instance.request_adapter(&Default::default())) else {
return;
};
let Ok((device, _queue)) = pollster::block_on(adapter.request_device(&Default::default()))
else {
return;
};
let failed = checked(&device, || -> wgpu::Buffer {
panic!("internal error: entered unreachable code: Expression [89] is not cached!")
});
let error = failed.expect_err("the panic comes back as an error");
assert!(error.contains("Expression [89] is not cached!"), "{error}");
let buffer = |usage| {
checked(&device, || {
device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: 16,
usage,
mapped_at_creation: false,
})
})
};
// The device still makes things, and its errors still come back.
assert!(buffer(wgpu::BufferUsages::UNIFORM).is_ok());
assert!(buffer(wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::MAP_WRITE).is_err());
}
#[test]
fn pack_formats_map_to_renderable_ones() {
let f = |name| texture_format(Format::parse(name).unwrap(), wgpu::Features::empty());
@@ -0,0 +1,213 @@
//! Screenshots of a swapchain that cannot be copied from. OpenGL's surfaces
//! offer `RENDER_ATTACHMENT` only, so a frame whose pixels are read back
//! (the screenshot key, a world's icon) is drawn into a texture that can be,
//! then drawn onto the swapchain image as a fullscreen triangle.
/// The texture a frame to read back is drawn into, and the pass that puts it
/// on the swapchain afterwards.
#[derive(Default)]
pub struct Readback {
texture: Option<wgpu::Texture>,
blitter: Option<(wgpu::TextureFormat, wgpu::util::TextureBlitter)>,
/// A frame drew into `texture` and still has to reach the swapchain.
drawn: bool,
}
impl Readback {
/// The texture this frame draws into instead of the swapchain image
/// `surface`: `None` unless the frame is read back (`screenshot`) and the
/// image cannot be copied from.
pub fn target(
&mut self,
device: &wgpu::Device,
surface: &wgpu::Texture,
screenshot: bool,
) -> Option<wgpu::Texture> {
if !screenshot || surface.usage().contains(wgpu::TextureUsages::COPY_SRC) {
return None;
}
let format = surface.format().remove_srgb_suffix();
if self
.texture
.as_ref()
.is_none_or(|t| t.size() != surface.size() || t.format() != format)
{
self.texture = Some(device.create_texture(&wgpu::TextureDescriptor {
label: Some("Horizon screenshot frame"),
size: surface.size(),
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::COPY_SRC
| wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
}));
}
self.drawn = true;
self.texture.clone()
}
/// Draws the frame `target` gave onto the swapchain image `surface`; nothing
/// when this frame drew straight into it.
pub fn present(
&mut self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
surface: &wgpu::Texture,
) {
if !std::mem::take(&mut self.drawn) {
return;
}
let Some(texture) = &self.texture else {
return;
};
// The frame's passes write the swapchain through its non-sRGB view
// (`view_formats`), so the copy goes there unconverted too.
let format = surface.format().remove_srgb_suffix();
if self.blitter.as_ref().is_none_or(|b| b.0 != format) {
self.blitter = Some((format, wgpu::util::TextureBlitter::new(device, format)));
}
let target = surface.create_view(&wgpu::TextureViewDescriptor {
format: Some(format),
..Default::default()
});
let source = texture.create_view(&Default::default());
if let Some((_, blitter)) = &self.blitter {
blitter.copy(device, encoder, &source, &target);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
fn device() -> Option<(wgpu::Device, wgpu::Queue)> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let adapter = pollster::block_on(instance.request_adapter(&Default::default())).ok()?;
pollster::block_on(adapter.request_device(&Default::default())).ok()
}
fn texture(device: &wgpu::Device, usage: wgpu::TextureUsages) -> wgpu::Texture {
device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 70,
height: 3,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bgra8Unorm,
usage,
view_formats: &[],
})
}
fn clear(encoder: &mut wgpu::CommandEncoder, texture: &wgpu::Texture, color: wgpu::Color) {
let view = texture.create_view(&Default::default());
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(color),
store: wgpu::StoreOp::Store,
},
})],
..Default::default()
});
}
fn read(device: &wgpu::Device, buffer: &wgpu::Buffer) -> Vec<u8> {
buffer.map_async(wgpu::MapMode::Read, .., |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
buffer.get_mapped_range(..).unwrap().to_vec()
}
/// The last pixel of the last row of a 70x3 frame read back by `copy_frame`.
fn last_pixel(device: &wgpu::Device, buffer: &wgpu::Buffer) -> Vec<u8> {
let pixels = read(device, buffer);
let row = 70usize * 4;
let last = row.next_multiple_of(256) * 2 + row - 4;
pixels[last..last + 4].to_vec()
}
/// The renderer's screenshot path on a surface like OpenGL's (#3510): the
/// frame is drawn into `target`, read back with `copy_frame` and drawn on
/// the swapchain, with no validation error (the copy used to need the
/// swapchain's missing `COPY_SRC`), and the swapchain shows the frame.
#[test]
fn screenshot_of_a_surface_without_copy_src() {
let Some((device, queue)) = device() else {
return;
};
// Sampled only so the test can look at what reached it.
let surface = texture(
&device,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
);
let check = texture(
&device,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
);
let blitter = wgpu::util::TextureBlitter::new(&device, wgpu::TextureFormat::Bgra8Unorm);
let mut readback = Readback::default();
let colors = [
(1.0, [0, 0, 255, 255]),
// A second screenshot reuses the texture.
(0.0, [255, 0, 0, 255]),
];
for (r, bgra) in colors {
let color = wgpu::Color {
r,
g: 0.0,
b: 1.0 - r,
a: 1.0,
};
let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
let mut encoder = device.create_command_encoder(&Default::default());
let frame = readback
.target(&device, &surface, true)
.unwrap_or_else(|| surface.clone());
clear(&mut encoder, &frame, color);
let buffer = crate::gfx::copy_frame(&device, &mut encoder, &frame, [70, 3]);
readback.present(&device, &mut encoder, &surface);
queue.submit([encoder.finish()]);
if let Some(error) = pollster::block_on(scope.pop()) {
panic!("{error}");
}
assert_eq!(last_pixel(&device, &buffer), bgra);
let mut encoder = device.create_command_encoder(&Default::default());
let view = |t: &wgpu::Texture| t.create_view(&Default::default());
blitter.copy(&device, &mut encoder, &view(&surface), &view(&check));
let buffer = crate::gfx::copy_frame(&device, &mut encoder, &check, [70, 3]);
queue.submit([encoder.finish()]);
assert_eq!(last_pixel(&device, &buffer), bgra);
}
assert!(!readback.drawn);
}
/// A surface that can be copied from, or a frame nobody reads back,
/// draws straight into the swapchain image.
#[test]
fn frames_draw_straight_to_a_readable_surface() {
let Some((device, _)) = device() else {
return;
};
let mut readback = Readback::default();
let readable = texture(
&device,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
);
assert!(readback.target(&device, &readable, true).is_none());
let surface = texture(&device, wgpu::TextureUsages::RENDER_ATTACHMENT);
assert!(readback.target(&device, &surface, false).is_none());
assert!(readback.texture.is_none() && !readback.drawn);
}
}
@@ -0,0 +1,131 @@
//! The sunrise/sunset fan (`SkyRenderer.renderSunriseAndSunset`) as the sky
//! shader tests it. The fan's 16 triangles depend only on the sunrise alpha
//! and the horizon the sun is on, so their vertices are built here once a
//! frame instead of in every sky pixel (#3143: with the per-pixel build, four
//! `sin`/`cos` per triangle, the sky pass took 10.2 ms at dawn at 1080p on an
//! Intel UHD 730 against 0.6 ms by day; now 1.8 ms).
//!
//! Möller-Trumbore from the camera reduces to triple products: with apex A
//! and rim vertices r0, r1, a ray d hits at barycentrics proportional to
//! (`[d, r0, r1]`, `[A, d, r1]`, `[A, r0, d]`), each a dot of d with a
//! constant normal, and their sum S is the negated determinant. A hit needs
//! S on the side of `[A, r0, r1]`, so only the triangles whose rim normals'
//! dots change sign there are tested in full.
use glam::Vec3;
pub const TRIANGLES: usize = 16;
/// Per triangle: xyz `r0 × r1` (its dot with a ray is the apex's weight
/// times S), w `[A, r0, r1]` (its sign is S's where the hit lies ahead).
/// Then per rim vertex: xyz `r × A`.
pub fn normals(alpha: f32, sun: Vec3) -> [[f32; 4]; 2 * TRIANGLES] {
let (apex, rim) = vertices(alpha, sun);
let mut out = [[0.0; 4]; 2 * TRIANGLES];
for i in 0..TRIANGLES {
let (r0, r1) = (rim[i], rim[(i + 1) % TRIANGLES]);
out[i] = r0.cross(r1).extend(apex.dot(r0.cross(r1))).to_array();
out[TRIANGLES + i] = r0.cross(apex).extend(0.0).to_array();
}
out
}
/// The fan's apex and rim in camera space, as vanilla builds them: the
/// fan turned to the horizon the sun sets on (or rises from), its rim
/// tilted by the alpha.
fn vertices(alpha: f32, sun: Vec3) -> (Vec3, [Vec3; TRIANGLES]) {
// sin(sunAngle) < 0 flips the fan to the other horizon; sun.z = -sin(sunAngle).
let flip = if -sun.z < 0.0 { 180f32 } else { 0.0 };
let (s, c) = (flip + 90.0).to_radians().sin_cos();
let rotate_x90 = |v: Vec3| Vec3::new(v.x, -v.z, v.y);
let apex = rotate_x90(Vec3::new(-100.0 * s, 100.0 * c, 0.0));
let rim = std::array::from_fn(|i| {
let a = i as f32 * std::f32::consts::TAU / TRIANGLES as f32;
let l = Vec3::new(a.sin() * 120.0, a.cos() * 120.0, -a.cos() * 40.0 * alpha);
rotate_x90(Vec3::new(l.x * c - l.y * s, l.x * s + l.y * c, l.z))
});
(apex, rim)
}
#[cfg(test)]
mod tests {
use super::*;
/// terrain.wgsl's `sunrise_weight` over the normals.
fn weight(normals: &[[f32; 4]; 2 * TRIANGLES], d: Vec3) -> f32 {
let n = |i: usize| Vec3::from_slice(&normals[i][..3]);
let mut best = 0.0f32;
let mut k0 = d.dot(n(TRIANGLES));
for i in 0..TRIANGLES {
let k1 = d.dot(n(TRIANGLES + (i + 1) % TRIANGLES));
let w = normals[i][3];
if k0 * w <= 0.0 && k1 * w >= 0.0 {
let apex = d.dot(n(i));
let s = apex + k1 - k0;
if s.abs() >= 1e-6
&& s * w > 0.0
&& apex * s >= 0.0
&& k1 * s >= 0.0
&& k0 * s <= 0.0
{
best = best.max(apex / s);
}
}
k0 = k1;
}
best
}
/// The shader's former per-pixel Möller-Trumbore over the same vertices.
fn reference(alpha: f32, sun: Vec3, d: Vec3) -> f32 {
let (apex, rim) = vertices(alpha, sun);
let mut best = 0.0f32;
for i in 0..TRIANGLES {
let e1 = rim[i] - apex;
let e2 = rim[(i + 1) % TRIANGLES] - apex;
let pv = d.cross(e2);
let det = e1.dot(pv);
if det.abs() < 1e-6 {
continue;
}
let tv = -apex;
let u = tv.dot(pv) / det;
let qv = tv.cross(e1);
let v = d.dot(qv) / det;
let t = e2.dot(qv) / det;
if u >= 0.0 && v >= 0.0 && u + v <= 1.0 && t > 0.0 {
best = best.max(1.0 - u - v);
}
}
best
}
#[test]
fn normals_weigh_every_ray_as_the_per_pixel_fan_did() {
let mut hits = 0;
for (alpha, sun_z) in [(1.0f32, -0.2f32), (0.6, 0.3), (0.05, -0.9), (0.9, 0.05)] {
let sun = Vec3::new(0.0, (1.0 - sun_z * sun_z).sqrt(), sun_z);
let normals = normals(alpha, sun);
for yaw in 0..180 {
for pitch in -45..=45 {
let (yaw, pitch) = (
(yaw as f32 * 2.0).to_radians(),
(pitch as f32 * 2.0).to_radians(),
);
let d = Vec3::new(
yaw.cos() * pitch.cos(),
pitch.sin(),
yaw.sin() * pitch.cos(),
);
let (got, want) = (weight(&normals, d), reference(alpha, sun, d));
assert!(
(got - want).abs() < 1e-4,
"{alpha} {sun_z} {d}: {got} vs {want}"
);
hits += usize::from(want > 0.0);
}
}
}
// The fan covers part of the sky, not none of it.
assert!(hits > 1000, "{hits}");
}
}
@@ -0,0 +1,133 @@
//! The views a frame is drawn from. A flat screen has one; a headset has
//! one per eye. Every view shares the frame's camera position, so the
//! camera-relative world (section origins, entity offsets) is built once and
//! only each view's rotation and lens differ.
use glam::Mat4;
/// The most views one frame draws.
const MAX_VIEWS: usize = 2;
/// One eye's view of the camera-relative world.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct View {
/// Camera-relative world to eye: a rotation, plus the eye's offset from
/// the camera on a headset.
pub view: Mat4,
/// Reversed-Z perspective: the near plane at depth 1, far at 0.
pub projection: Mat4,
/// Width over height of the image this view fills.
pub aspect: f32,
/// `tan(fov_y / 2)`, for shaders rebuilding view rays from NDC.
pub tan_half_fov: f32,
}
impl View {
/// The flat-screen view: vanilla's camera rotation and a symmetric
/// vertical field of view.
pub fn screen(yaw: f32, pitch: f32, fov_degrees: f32, aspect: f32, far: f32) -> Self {
Self {
view: crate::camera::view_matrix(yaw, pitch),
projection: super::world_projection(fov_degrees, aspect, far),
aspect,
tan_half_fov: (fov_degrees.to_radians() / 2.0).tan(),
}
}
/// Clip space from the camera-relative world, with `pose` (view bobbing,
/// nausea spin) between the lens and the rotation.
pub fn view_proj(&self, pose: Mat4) -> Mat4 {
self.projection * pose * self.view
}
}
/// Every view of a frame, and the one geometry is culled with.
#[derive(Clone, Copy, Debug)]
pub struct ViewSet {
views: [View; MAX_VIEWS],
len: usize,
cull: View,
}
impl ViewSet {
/// A frame drawn from `view` alone, culled with it.
pub fn single(view: View) -> Self {
Self {
views: [view; MAX_VIEWS],
len: 1,
cull: view,
}
}
/// The view the HUD, hand and screen-space effects follow.
pub fn primary(&self) -> &View {
&self.views[0]
}
pub fn views(&self) -> &[View] {
&self.views[..self.len]
}
/// The view whose frustum covers every other view's.
pub fn cull(&self) -> &View {
&self.cull
}
}
#[cfg(test)]
mod tests {
use super::*;
/// The formulas `Renderer` used before views existed, kept to pin the
/// screen view to them bit for bit.
fn legacy_view_proj(fov: f32, yaw: f32, pitch: f32, pose: Mat4, aspect: f32, far: f32) -> Mat4 {
super::super::world_projection(fov, aspect, far)
* pose
* crate::camera::view_matrix(yaw, pitch)
}
fn poses() -> [Mat4; 3] {
[
Mat4::IDENTITY,
Mat4::from_translation(glam::Vec3::new(0.013, -0.027, 0.0))
* Mat4::from_rotation_z(0.021),
Mat4::from_rotation_y(0.4) * Mat4::from_scale(glam::Vec3::new(1.1, 0.9, 1.0)),
]
}
#[test]
fn the_screen_view_matches_the_legacy_projection_bit_for_bit() {
for (fov, yaw, pitch, aspect, far) in [
(70.0, 0.0, 0.0, 16.0 / 9.0, 512.0),
(110.0, -137.25, 61.5, 21.0 / 9.0, 8192.0),
(30.0, 359.9, -90.0, 4.0 / 3.0, 96.0),
(82.333, 12.5, 7.75, 1.0, 1024.0),
] {
let view = View::screen(yaw, pitch, fov, aspect, far);
for pose in poses() {
let old = legacy_view_proj(fov, yaw, pitch, pose, aspect, far);
let new = view.view_proj(pose);
assert_eq!(
old.to_cols_array().map(f32::to_bits),
new.to_cols_array().map(f32::to_bits),
"fov {fov} yaw {yaw} pitch {pitch}"
);
}
assert_eq!(view.view, crate::camera::view_matrix(yaw, pitch));
assert_eq!(
view.tan_half_fov.to_bits(),
(fov.to_radians() / 2.0).tan().to_bits()
);
assert_eq!(view.aspect.to_bits(), aspect.to_bits());
}
}
#[test]
fn a_single_view_set_draws_and_culls_with_its_view() {
let view = View::screen(45.0, 10.0, 70.0, 16.0 / 9.0, 512.0);
let set = ViewSet::single(view);
assert_eq!(set.views(), &[view]);
assert_eq!(*set.primary(), view);
assert_eq!(*set.cull(), view);
}
}
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