Merge remote-tracking branch 'origin/main' into m10283

# Conflicts:
#	crates/horizon-client/src/entity_nbt.rs
This commit is contained in:
Horizon agent committed 2026-11-08 02:06:02 +01:00
commit 8b583a15e1
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+8 -7
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@@ -234,14 +234,15 @@ jobs:
run: python ../tools/check_pe_arch.py arm64 target/aarch64-pc-windows-msvc/release/horizon-launcher.exe
- name: Check launcher DLL imports and command-line startup
working-directory: launcher
shell: pwsh
# bash, as launcher.yml's check on the same runner: the launcher is a GUI-subsystem program, and a pwsh
# `$output = & launcher --version` read no output from it (run 42217014588).
shell: bash
run: |
$ErrorActionPreference = 'Stop'
$launcher = 'target/aarch64-pc-windows-msvc/release/horizon-launcher.exe'
python ../tools/check_imports.py $launcher
$output = & $launcher --version 2>&1
if ($LASTEXITCODE -ne 0 -or -not $output) { throw 'horizon-launcher --version failed' }
Write-Output ($output -join "`n")
launcher=target/aarch64-pc-windows-msvc/release/horizon-launcher.exe
python ../tools/check_imports.py "$launcher"
out=$("$launcher" --version)
echo "$out"
[[ "$out" == "horizon-launcher "* ]] || { echo "::error::horizon-launcher --version printed '$out'"; exit 1; }
- name: Build a native-mod game with the launcher's managed toolchain
working-directory: launcher
shell: pwsh
+17 -16
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@@ -51,7 +51,7 @@ Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-se
| `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-client-render` | The client's world data, rendering and screens (chunks, meshing, light, streaming, `gfx`, HUD, menus, settings), 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` |
@@ -65,6 +65,7 @@ Game workspace (root `Cargo.toml`); `launcher/` and `crates/horizon-telemetry-se
| `horizon-mods`, `cargo-horizon-mod` | Content mods (`.hmod`: manifest, content fence, no code), the registry index and `.hpack`, and `cargo horizon-mod` (`new`, `build`, `run`, `check`, `registry`) ([docs/mods.md](docs/mods.md)). Code mods are native, built by the launcher ([docs/native-mods.md](docs/native-mods.md)) |
| `horizon-port-pack` | Porting Java modpacks ([docs/modpacks.md](docs/modpacks.md)) |
| `horizon-optifine` | OptiFine-format pack files below every feature that reads them: `.properties`, the name/range/block matchers, paths and `optifine/` folders, and custom entity models (`cem/`: `.jem`/`.jpm` parsing and baking) |
| `horizon-polytone` | Polytone-format pack files (`assets/*/polytone/`), read clean-room from the public wiki: targets, biome and dimension modifiers and their environment attribute layers (#11486) |
| `horizon-shader-api` | Horizon's own WGSL shader packs ([docs/api/shaders.md](docs/api/shaders.md)): `horizon-shaders.toml`, the `.hshader` package; shared by the game, the launcher and the registry |
| `horizon-shaders` | Shader packs (the `shaders/` folder format), rebuilt clean-room from a written spec of the format; no wgpu |
| `horizon-theme` | Design tokens and fonts for the launcher, the game's own menus and the website |
@@ -92,8 +93,8 @@ reads `README.md`, `launcher/links.json`, `docs/api/`, `roadmap/roadmap.json` an
```sh
python3 tools/pr_ready.py # the self-check: fmt, clippy -D warnings, touched crates' tests, harnesses; paste its block in the PR
python3 tools/pr_ready.py --quick # same without harnesses
cargo test -p horizon-client -p horizon-client-lib --lib --bins --tests # skips the 104 examples (pr_ready does this); `--doc` separately
cargo test -p horizon-client-lib --lib mod_content::tests:: -- --ignored # the 5 slow content-root tests, #[ignore]d; pr_ready runs them when mod content, assets, blocks or items change
cargo test -p horizon-client -p horizon-client-lib --lib --bins --tests # skips the examples (pr_ready does this); `--doc` separately
cargo test -p horizon-client-lib --lib mod_content::tests:: -- --ignored # the slow content-root tests, #[ignore]d; pr_ready runs them when mod content, assets, blocks or items change
cargo build --profile fast -p horizon-client # optimized, quick to link: use it to play or run lan_e2e
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
@@ -105,8 +106,8 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
- Harnesses and the game need the vanilla data in `.local/` (`minecraft/`, `horizon-client/26.3`, `datagen/`,
`tools/`): see [docs/parity-workflow.md](docs/parity-workflow.md). Without it, pr_ready lists the
harnesses for CI.
- A harness = `tools/test_<name>_parity.py` (324 of them) + a Java oracle (`mods/horizon/src/test/java/dev/horizonlab/parity/Vanilla*Oracle.java`)
+ a Rust probe: `crates/<crate>/examples/<name>_{probe,fixture}.rs` (horizon-world 175, horizon-client 104),
- A harness = `tools/test_<name>_parity.py` + a Java oracle (`mods/horizon/src/test/java/dev/horizonlab/parity/Vanilla*Oracle.java`)
+ a Rust probe: `crates/<crate>/examples/<name>_{probe,fixture}.rs` (mostly horizon-world and horizon-client),
or the game binary with a fixture env var (`game/dispense_fixture.rs`, `game/sculk_fixture.rs`,
`game/command_harness.rs`, `game/net_harness.rs`). Copy a nearby harness for a new one.
- Developing a native mod? Run `horizon-launcher settings native-profile dev` once. `dev` builds the game crate
@@ -120,7 +121,7 @@ python3 tools/agent_control_e2e.py # horizon-ctl / MCP end to end
Source paths remain in `crates/horizon-client/`. Measure actual harness selection on refreshed
records with `tools/parity.py --changed-files paths.txt --list`; historical counts are not a guarantee.
- Rust integration tests: `crates/horizon-client/tests/` (`lan_bot.rs`, `generation_saves.rs`, `streaming_meshes.rs`).
- Linux needs `libasound2-dev libudev-dev`; `--no-default-features` drops audio and controllers (the server build).
- Linux needs `libasound2-dev libudev-dev`; `--no-default-features` drops audio, controllers, `discord`, `friends` and `heartbeat` (the server build).
- Run and drive the game (starts the `horizon-client` beside `horizon-ctl`; other arguments go to the game):
`target/fast/horizon-ctl --socket $PWD/ctl.sock launch --world W --creative --offscreen --wait --resources $PWD/.local/horizon-client/26.3`,
then `horizon-ctl --socket … state|keys|turn|command|screenshot|quit`
@@ -151,23 +152,23 @@ state stays separate from the library tests. This compiles gameplay twice for ex
| Subsystem | Files |
|---|---|
| Game loop, tick, frame | `game.rs`: `fn run`, `impl ApplicationHandler for Game` (`window_event`, `about_to_wait`), `fn tick`, `fn tick_world`, `fn render`; L: `clock.rs`, `spans.rs`; `horizon-client-input/src/window.rs` |
| Rendering | L: `gfx.rs` (`Renderer::new`, `Renderer::render`), `gfx/` (cull, occlusion, translucency, upload, timing, lod, weather, stars, end_sky), `*.wgsl`, `particles.rs`, `block_entity_render.rs`, `item_render.rs`, `fog.rs`, `clouds.rs`, `camera.rs`, `first_person.rs`; G: `render_tick.rs`, `item_draw.rs` |
| Chunks, streaming, light | L: `streaming.rs` (worker pool: generate, light, mesh), `world.rs`, `chunk.rs`, `chunk_map.rs`, `light.rs`, `mesher.rs` + `mesher/`, `vanillagen.rs` (binds horizon-world's generator), `lod.rs` + `lod/`, `server_terrain.rs` (a server's kept chunks), `bluemap.rs` + `bluemap_detect.rs` (far terrain from its web map), `ticket_levels.rs`; G: `world_loading.rs`, `postprocess.rs`; game.rs `fn update_world` |
| Game loop, tick, frame | `game.rs`: `fn run`, `fn tick`, `fn tick_world`, `fn render`; G: `window_handler.rs` (`impl ApplicationHandler for Game`: `window_event`, `about_to_wait`); L: `clock.rs`, `spans.rs`; `horizon-client-input/src/window.rs` |
| Rendering | L: `gfx.rs` (`Renderer::new`, `Renderer::render`), `gfx/` (cull, occlusion, translucency, upload, timing, lod, weather, stars, end_sky), `*.wgsl`, `particles.rs`, `block_entity_render.rs`, `item_render.rs`, `fog.rs`, `clouds.rs`, `camera.rs`, `first_person.rs`; G: `render_tick.rs`, `item_draw.rs`, `screen_backgrounds.rs` (panorama, menu blur, border wall) |
| Chunks, streaming, light | L: `streaming.rs` (worker pool: generate, light, mesh), `world.rs`, `chunk.rs`, `chunk_map.rs`, `light.rs`, `mesher.rs` + `mesher/`, `vanillagen.rs` (binds horizon-world's generator), `lod.rs` + `lod/`, `server_terrain.rs` (a server's kept chunks), `bluemap.rs` + `bluemap_detect.rs` (far terrain from its web map), `ticket_levels.rs`; G: `world_loading.rs`, `world_entry.rs`, `postprocess.rs`; game.rs `fn update_world` |
| World generation | `crates/horizon-world/src/worldgen/` (`generator*.rs`, `feature_graph.rs`, `structure/`, `carver/`) |
| Block behaviour | `crates/horizon-world/src/level/` (`mod.rs`, `tick.rs`, `hooks.rs`, `redstone.rs`, `place.rs`, `interact.rs`); game.rs `fn tick_blocks`, `fn process_level_events` |
| Mobs | L: `mobs.rs` (types), `mobs/` (`ai.rs`, `goals.rs`, `brain.rs`, `*_brain.rs`, `nav.rs`, `path.rs`, `species.rs`, `spawning.rs`, `render.rs`, `anim.rs`); G: `creatures.rs` (ticking, spawning, mob events), one file per mob family (`dragon.rs`, `wither.rs`, `villagers.rs`, `piglins.rs`, `golems.rs`...), `natural_spawning.rs` |
| Other entities | L: `entities.rs`, `projectiles.rs`, `arrows.rs`; G: `boats.rs`, `minecarts.rs`, `mounts.rs`, `armor_stands.rs`, `paintings.rs`, `frames.rs`, `fireworks.rs`, `tnt.rs`, `explosion.rs` |
| Player actions | game.rs (`fn use_hand`, `fn use_item`, `fn attack`, `fn tick_mining`, `fn break_block`); G: `hand.rs`, `combat.rs`, `consume.rs`, `potions.rs`, `shield.rs`, `crossbow.rs`, `trident.rs`, `fishing.rs`; L: `motion.rs` + `motion/` (movement), `collisions.rs`; crate `horizon-items`: `items.rs`, `item_data.rs`, `enchant.rs`, `blocks.rs` |
| Inventory and containers | L: `menu.rs` (`AbstractContainerMenu.clicked`), `container_screen.rs`, `containers.rs`, `creative.rs`, `crafting.rs`, `recipe_book*.rs`, `stations.rs`, `merchant.rs`; game.rs `fn menu_ops`, `fn click_inventory`; G: `stations.rs`, `trading.rs`, `recipe_book.rs`, `machines.rs` |
| Player actions | game.rs (`fn use_hand`, `fn tick_mining`, `fn break_block`); G: `item_actions.rs` (`fn use_item`), `melee.rs` (`fn attack`), `hand.rs`, `combat.rs`, `consume.rs`, `using_item.rs` (an item in use, tick by tick), `potions.rs`, `shield.rs`, `crossbow.rs`, `trident.rs`, `fishing.rs`; L: `motion.rs` + `motion/` (movement), `collisions.rs`; crate `horizon-items`: `items.rs`, `item_data.rs`, `enchant.rs`, `blocks.rs` |
| Inventory and containers | L: `menu.rs` (`AbstractContainerMenu.clicked`), `container_screen.rs`, `containers.rs`, `creative.rs`, `crafting.rs`, `recipe_book*.rs`, `stations.rs`, `merchant.rs`; game.rs `fn menu_ops`, `fn click_inventory`; G: `stations.rs`, `trading.rs`, `recipe_book.rs`, `machines.rs`, `inventory_input.rs` (keys and clicks over a container), `inventory_slots.rs` (slot layout and drawing) |
| Commands | parse: crate `horizon-command` (`args.rs`, `selector.rs`, `tree_*.rs`, `vanilla.rs`); run: G: `commands.rs` (dispatch) + `commands/*.rs` (`admin`, `execute`, `items`, `players`, `world_cmds`...); L: `scoreboard_cmd.rs`, `data_cmd.rs`; `horizon-client-core`: `nbt_path.rs`, `scoreboard.rs`; G: `functions.rs`, `command_blocks.rs` |
| UI screens | `Screen` enum in game.rs; L: `title.rs` + `title/`, `options_ui.rs`, `multiplayer.rs`, `pack_screen.rs`, `graphics_ui.rs`, `screen_draw.rs`, `ui.rs` (widgets), `hud.rs`, `hud_layout.rs`, `hud_overlays.rs`, `chat.rs`, `tab_list.rs`; G: `startup_menu.rs`, `screens.rs` (pause, death), `options.rs`, `lan_screen.rs`, `chat.rs`, `sign_edit.rs`, `books.rs` |
| UI screens | `Screen` enum in game.rs; L: `title.rs` + `title/`, `options_ui.rs`, `multiplayer.rs`, `pack_screen.rs`, `graphics_ui.rs`, `screen_draw.rs`, `ui.rs` (widgets), `hud.rs`, `hud_layout.rs`, `hud_overlays.rs`, `chat.rs`, `tab_list.rs`; G: `startup_menu.rs`, `loading_screen.rs` (the loading screen, the pre-game `App`), `screens.rs` (pause, death), `options.rs`, `lan_screen.rs`, `chat.rs`, `sign_edit.rs`, `books.rs`, `creative_screen.rs` |
| Multiplayer client | L: `net.rs` (network thread); G: `remote.rs` (`fn handle_packet`, `fn tick_remote`), `remote_*.rs` (mob data, objects, projectiles, vehicles, stations) |
| LAN host / server side | L: `lan/` (`conn.rs` handshake + login threads, `hub.rs` + `hub/` play state, `chunks.rs`, `entity.rs`, `tracking.rs`, `guest.rs`, `playerdata.rs`); G: `lan.rs` (`LanHost`), `lan_actions.rs` (`fn as_guest`, `fn tick_guests`), `lan_*.rs` per feature, `lan_entities.rs` (tracked entities) |
| Integrated server | G: `integrated.rs` (the server thread), `levels.rs` (one level per dimension, `fn tick_server`), `server_travel.rs` |
| Dedicated server | G: `dedicated.rs`, `dedicated/status.rs`; crates `horizon-server-files`, `horizon-server`, `horizon-anticheat` (L: `lan/anticheat.rs`) |
| Save and load | L: `save.rs` (level.dat, regions, playerdata), `entity_nbt.rs`, `options_file.rs`; `horizon-client-core/src/block_entity_nbt.rs`; G: `saving.rs`, `persist.rs` (entities); `crates/horizon-world/src/{region.rs,nbt.rs,datafix/}` |
| Input | game.rs `fn window_event`, `fn key_pressed`, `fn play_mouse`; crate `horizon-client-input` (`keybinds.rs`, `keymapping.rs`, `key_names.rs`, `mouse.rs`, `input.rs`, `interaction_input.rs`, `gamepad.rs`, `clipboard.rs`); L: `osk.rs`; G: `pad.rs`, `pad_menu.rs` |
| Save and load | L: `save.rs` (level.dat, regions, playerdata), `entity_nbt.rs`, `options_file.rs`; `horizon-client-core/src/block_entity_nbt.rs`; G: `saving.rs`, `persist.rs` (entities), `world_session.rs` (opening and closing a world); `crates/horizon-world/src/{region.rs,nbt.rs,datafix/}` |
| Input | game.rs `fn window_event`; G: `play_keys.rs` (`fn key_pressed`), `play_input.rs` (`fn play_mouse`, toggled keys, the hotbar wheel); crate `horizon-client-input` (`keybinds.rs`, `keymapping.rs`, `key_names.rs`, `mouse.rs`, `input.rs`, `interaction_input.rs`, `gamepad.rs`, `clipboard.rs`); L: `osk.rs`; G: `pad.rs`, `pad_menu.rs`, `pointer_capture.rs` (mouse look, pointer grab) |
| Audio | L: `audio.rs` (mixer), `sound_engine.rs`, `sound_events.rs`, `music.rs`, `ambience.rs`; G: `music.rs`, `subtitle_hud.rs` |
| Resource packs | L: `packs.rs` + `packs/`, `pack_screen.rs`, `atlas_sources.rs`, `sprites.rs`, `mipmap.rs`, `model_library.rs`, `font.rs`, `mobs/cem.rs` + `mobs/cem_anim.rs` (OptiFine/EMF entity models and their animations); `horizon-client-core/src/lang.rs`; crates `horizon-assets`, `horizon-optifine`; G: `packs.rs` |
| Agent control | L: `control.rs` (socket), `bin/horizon-ctl/`; G: `control.rs`, `agent.rs`, `events.rs`, `ui_control.rs` ([docs/agent-control.md](docs/agent-control.md)) |
@@ -176,7 +177,7 @@ state stays separate from the library tests. This compiles gameplay twice for ex
## How `Game` is organised
- `struct Game` (game.rs, ~290 fields) holds everything. Its methods are spread over ~180 files: game.rs keeps
- `struct Game` (game.rs) holds everything. Its methods are spread over many files: game.rs keeps
the core (tick, render, input, inventory, world open/close) and each `game/<feature>.rs` adds an
`impl Game<'_>` block for one feature, with its own state types. Fields stay private to the gameplay module and its descendants. Gameplay tests run in the gameplay library, separate from reusable-library tests.
- Find a feature's code: `grep -rn "fn tick_<thing>\|fn <verb>_<thing>" crates/horizon-client/src/game*`;
@@ -190,7 +191,7 @@ state stays separate from the library tests. This compiles gameplay twice for ex
`levels.rs` swaps whole dimensions in the same way. Changes reach clients through the block log, level
events and the entity tracker (`lan/tracking.rs`, `game/lan_entities.rs`).
- Shared read-only data: `Resources` (`res`: blocks, items, recipes, mob types, biomes) and `PackResources`
(`pack`), both in game.rs.
(`pack`), both in game.rs, their methods in `game/resource_tables.rs`.
## Single player runs on a server thread
+5 -1
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@@ -33,7 +33,7 @@ queue (the hub, or `/suggest` on Discord) rather than to issues, which are for b
Wherever vanilla has a feature, vanilla is the specification, down to the order of random calls. "Parity" here means
Horizon gives the same results as the pinned 26.3 client and server for the same inputs, checked by a **harness**: a
`tools/test_*_parity.py` script that runs a small Java oracle against the real game and a Rust probe against Horizon,
and compares their outputs. There are about 290 of them.
and compares their outputs.
- **Read the vanilla code before writing Horizon's.** `tools/rea_vanilla.py` queries the pinned game bytecode:
`python3 tools/rea_vanilla.py method net.minecraft.world.level.block.DispenserBlock dispenseFrom`.
@@ -61,6 +61,10 @@ another project's source may also be read and used, **only when that project's l
"source available" licenses, all rights reserved (OptiFine), and any project with no license or an unclear one.
Don't read, copy, translate or paraphrase their source, and don't send code an AI tool wrote from it. Being able
to download a mod or a pack does not give you the right to read its files.
- **Java's own library is GPL too.** OpenJDK's source (`java.lang.Math`, `StrictMath`, `FdLibm`, `HashMap`, the
sorts, `Double.toString`, HotSpot's intrinsics...) is GPL-2.0, so it is off limits like the rest. Reproduce Java's
behaviour from its API documentation (the Javadoc) and from what a JVM returns, or from a permissive original such
as Sun's fdlibm C sources (see [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md)); see #6741.
- **Check the license yourself.** Read the LICENSE file at the commit you use and the header of each file you take:
some repositories mix licenses, and a file under another license is off limits. A license that changed: the one at
your commit counts. In doubt, don't: ask in #contributors first.
Generated
+254 -105
View File
@@ -131,9 +131,9 @@ dependencies = [
[[package]]
name = "arboard"
version = "3.6.1"
version = "3.7.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0348a1c054491f4bfe6ab86a7b6ab1e44e45d899005de92f58b3df180b36ddaf"
checksum = "aeb9553e62312c8756a5979254fc6d7da8bbeb5986a1e17037fab932f7037917"
dependencies = [
"clipboard-win",
"log",
@@ -142,17 +142,32 @@ dependencies = [
"objc2-foundation 0.3.2",
"parking_lot",
"percent-encoding",
"windows-sys 0.60.2",
"windows-sys 0.61.2",
"wl-clipboard-rs",
"x11rb",
]
[[package]]
name = "arc-swap"
version = "1.9.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "380962b3d93b99642e50b9febf72c071e97e8b32d86eae9cf4ef582bb960ae6e"
dependencies = [
"rustversion",
]
[[package]]
name = "arcstr"
version = "1.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "03918c3dbd7701a85c6b9887732e2921175f26c350b4563841d0958c21d57e6d"
[[package]]
name = "arraydeque"
version = "0.5.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7d902e3d592a523def97af8f317b08ce16b7ab854c1985a0c671e6f15cebc236"
[[package]]
name = "arrayref"
version = "0.3.9"
@@ -237,6 +252,12 @@ version = "0.22.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "72b3254f16251a8381aa12e40e3c4d2f0199f8c6508fbecb9d91f575e0fbb8c6"
[[package]]
name = "base64"
version = "0.23.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ac07cdecf99051d9a5238b80f35af32cdeba5b336e55d957b318b50137e18da5"
[[package]]
name = "base64ct"
version = "1.8.3"
@@ -485,6 +506,7 @@ checksum = "1aa79e62e7697b8e29b513a68abacf485adcd1fe8284a4316c5ae868e6633327"
dependencies = [
"iana-time-zone",
"num-traits",
"serde",
"windows-link",
]
@@ -540,6 +562,12 @@ dependencies = [
"unicode-width",
]
[[package]]
name = "color_quant"
version = "1.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3d7b894f5411737b7867f4827955924d7c254fc9f4d91a6aad6b097804b1018b"
[[package]]
name = "combine"
version = "4.6.8"
@@ -946,6 +974,18 @@ version = "3.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0b5343afd4a8365a643ac588dab4cf234a190c7f6c88c9f6dd6ffe00837661b7"
[[package]]
name = "fallible-iterator"
version = "0.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2acce4a10f12dc2fb14a218589d4f1f62ef011b2d0cc4b3cb1bba8e94da14649"
[[package]]
name = "fallible-streaming-iterator"
version = "0.1.9"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7360491ce676a36bf9bb3c56c1aa791658183a54d2744120f27285738d90465a"
[[package]]
name = "fdeflate"
version = "0.3.7"
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+17 -1
View File
@@ -37,6 +37,7 @@ members = [
"crates/horizon-port-pack",
"crates/horizon-shaders",
"crates/horizon-optifine",
"crates/horizon-polytone",
"crates/horizon-shader-api",
"crates/horizon-release-sign",
"crates/horizon-mod-deps",
@@ -47,7 +48,7 @@ resolver = "2"
[workspace.package]
edition = "2024"
license = "MIT"
rust-version = "1.85"
rust-version = "1.95"
# Ports mirror vanilla's Java signatures, index loops and nested generic types
# one to one so they can be checked against the decompiled sources.
@@ -81,6 +82,21 @@ libmimalloc-sys = { path = "third_party/libmimalloc-sys" }
[profile.dev]
debug = "line-tables-only"
# The native mod API is generated by a build script that parses every file of game/ with syn on
# each gameplay edit; unoptimized that took ~6 s of every rebuild, optimized ~1.5 s.
[profile.dev.package.horizon-mod-api-gen]
opt-level = 3
[profile.dev.package.syn]
opt-level = 3
[profile.dev.package.proc-macro2]
opt-level = 3
[profile.release.package.horizon-mod-api-gen]
opt-level = 3
[profile.release.package.syn]
opt-level = 3
[profile.release.package.proc-macro2]
opt-level = 3
[profile.release]
lto = "thin"
codegen-units = 1
+12
View File
@@ -49,6 +49,18 @@ Everything below is in the current release.
<sub>Nightly 2026-11-05 on a Mac mini (Apple M4 Pro, Metal): vanilla's textures, no mods or shader packs, render distance 32 with distant terrain on.</sub>
## Performance
**Horizon draws more frames per second than Java Edition, and loads faster, on the same machine, world and path.** `tools/perf_bench.py` runs each game in turn, from a fresh world (seed 1234), waiting for the terrain and then flying it over a village, a forest, an ocean and a mountain. Measured on 2026-10-29/30 on an idle Windows 11 machine (Ryzen 7 9800X3D, RTX 5080), Horizon v0.2.97 as the launcher installs it, 1280x720 in a window, VSync off, three games per figure. Frames per second, mean of the four scenes, with the slowest 1% of frames in brackets:
| Render distance | Horizon v0.2.97 | Vanilla 26.3 | Vanilla + mods |
| --- | --- | --- | --- |
| 8 chunks | 3,289 (1,327) | 2,437 (640) | 2,375 (709) |
| 16 chunks | 2,074 (598) | 1,661 (375) | 1,586 (432) |
| 32 chunks | 1,207 (333) | 1,031 (176) | 879 (264) |
"Vanilla + mods" is Sodium, Lithium, FerriteCore and ImmediatelyFast. Horizon reaches the title screen in 2.9–3.2 s against vanilla's 7.5–7.7 s (the modded client's 10.8–11.1 s), loads a scene's chunks 2.9–3.8 times faster, and playing holds a steady working set of 1.1–1.7 GB against 1.9–2.9 GB. Every scene with its confidence interval and the run's load log: [the 2026-10-29 reports](benchmarks/perf/windows-9800x3d-5080-2026-10-29.md). Method, and how to measure your own machine: [docs/benchmark.md](docs/benchmark.md). [playhorizon.dev/benchmarks](https://playhorizon.dev/benchmarks) puts these runs beside a 2016 laptop, a Mac mini and a gaming desktop.
## Download
Get **the Horizon launcher** from [playhorizon.dev](https://playhorizon.dev), or from [the launcher releases](https://github.com/horizon-rust/horizon/releases?q=launcher&expanded=true):
-10
View File
@@ -410,16 +410,6 @@ The panel's later features (bans, worlds, server.properties import, logs and cra
</details>
#### Ely.by and other sign-in providers
Sign in with other account providers, such as Ely.by or any Yggdrasil-compatible one, beside Microsoft.
<details><summary>Technical</summary>
Issue [#1270](https://github.com/horizon-rust/horizon/issues/1270) asks for Ely.by and Yggdrasil-compatible servers with an account selector in the launcher. It builds on the Microsoft sign-in ([docs/microsoft-account.md](docs/microsoft-account.md)).
</details>
#### Join servers on older versions
Join servers that run older Minecraft versions, such as 1.21 or 1.8 PvP servers, from Horizon.
+99 -2
View File
@@ -1,12 +1,56 @@
# Third-party notices
## Code removed for its license
Horizon once shipped three pieces of code under MIT that came from projects whose licenses don't allow that. All
three are gone from main. They are listed here for anyone who holds an older commit, tag or release: in those
versions, that code is not covered by Horizon's MIT license. It stays under its authors' copyright and its original
license.
- **Shader packs written from Iris's source.** `crates/horizon-shaderpack` and the render stages that used it were
written from the source of [Iris](https://github.com/IrisShaders/Iris) (LGPL-3.0, copyright the Iris contributors).
They were added from 15 October 2026 (`b22583d057`), shipped in the game releases `v2026.10.16.02` to `v0.2.46`,
and were removed on 24 October 2026 ([#1561](https://github.com/horizon-rust/horizon/pull/1561)) after a developer
of Iris showed us. Shader packs came back in `crates/horizon-shaders`, first written from a description of the
pack format.
- **Math functions translated from OpenJDK.** In `crates/horizon-core/src/jmath.rs`, `fdlibm::{log, log10, cbrt,
hypot}` were translated from OpenJDK's `java/lang/FdLibm.java` and `round_f32` from its `java/lang/Math.java`
(GPL-2.0 with the Classpath Exception), and `aarch64::{sin, cos}` from HotSpot's `macroAssembler_aarch64_trig.cpp`
(GPL-2.0); copyright Oracle and/or its affiliates, and Cavium for that file. The `fdlibm` and `aarch64` functions
were added on 13 October 2026 (`558d140fca`, first released in `v2026.10.13`). `round_f32` was added on 14 October
2026 as `java_round` in `crates/horizon-client/src/mipmap.rs` (`95db0fce9d`) and moved into `jmath.rs` on 3
November ([#7770](https://github.com/horizon-rust/horizon/pull/7770)). All of them were replaced in
[#11944](https://github.com/horizon-rust/horizon/pull/11944) by code written without OpenJDK's sources, from Sun's
fdlibm C sources, the Java SE API documentation and a description of the behaviour, and checked against a JVM
([#6741](https://github.com/horizon-rust/horizon/issues/6741)).
- **Java's `HashMap` translated from OpenJDK.** `crates/horizon-world/src/java_hash_map.rs`, which reproduces the
iteration order of `java.util.HashMap`, was translated from OpenJDK's `java/util/HashMap.java` (GPL-2.0 with the
Classpath Exception; copyright Oracle and/or its affiliates). It was added on 7 October 2026 (`118e93ea51` and
`194db0dbb4`, first released in `v2026.10.12`). It was replaced in
[#12043](https://github.com/horizon-rust/horizon/pull/12043) by code written without OpenJDK's sources, from a
description of the behaviour, the Java SE API documentation and the textbook red-black tree, and checked against a
JVM ([#6741](https://github.com/horizon-rust/horizon/issues/6741)).
## Catnip / Ponder
`crates/horizon-client-render/src/fluid_render.rs` translates the still-fluid face tiling and
UV rules of Catnip's `FluidRenderHelper` from Ponder 1.0.82 for Minecraft 1.21.1
(`net.createmod.ponder:ponder-neoforge:1.0.82+mc1.21.1`). Copyright (c) 2022 The Create Team,
licensed under MIT (`LICENSE_Ponder` in that artifact); the full license heads the Rust file.
The native renderer uses Horizon's own block-sprite arrays, pose and light packing. The
development-only oracle calls the unchanged helper from the player's local artifact. No
original classes, game shaders, textures or prepared resources are distributed here.
## wgpu-hal
`third_party/wgpu-hal` is [wgpu-hal](https://github.com/gfx-rs/wgpu) 30.0.1 by the gfx-rs
developers, with upstream fixes applied
([gfx-rs/wgpu#10124](https://github.com/gfx-rs/wgpu/pull/10124),
[gfx-rs/wgpu#10714](https://github.com/gfx-rs/wgpu/pull/10714)). It is licensed under MIT or
Apache-2.0; both licenses are in that folder (`LICENSE.MIT`, `LICENSE.APACHE`).
[gfx-rs/wgpu#10714](https://github.com/gfx-rs/wgpu/pull/10714)). Its GL backend also reports
the context's sampled textures and samplers per shader stage (usually 32 on desktop GL,
where WebGL2's minimum 16 was reported before), so a pipeline layout the driver accepts is
not refused. It is licensed under MIT or Apache-2.0; both licenses are in that folder
(`LICENSE.MIT`, `LICENSE.APACHE`).
## naga
@@ -212,3 +256,56 @@ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
```
## Just Enough Items
The Recipes GUI sprites and settings icon under `crates/horizon-client-render/src/jei_recipes` are from
[Just Enough Items 31.17.0.108](https://github.com/mezz/JustEnoughItems/tree/0371fa6fafa14635a356019e4604f5580b26a34f)
by mezz and contributors, under the MIT license in that directory (`LICENSE.txt`).
## Flywheel native model directional shading
The two-light diffuse expression and transformed-normal policy in
`terrain.wgsl`'s native model entries follow Flywheel 1.0.6
(`internal/diffuse.glsl`, `instance/transformed.vert`, `internal/common.vert`).
No Flywheel classes, compiled shaders or original model/texture assets are bundled.
Copyright (c) 2021-2024 Jozufozu
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
## fdlibm
`crates/horizon-core/src/jmath/fdlibm.rs` and the `fdlibm_asin`, `fdlibm_atan` and
`fdlibm_atan2` functions in `crates/horizon-core/src/geometry/trig.rs` are Rust ports of
[fdlibm](https://www.netlib.org/fdlibm/) 5.3, Sun's freely distributable math library, whose
results the Java SE API specifies for `StrictMath`. `fdlibm.rs` ports `e_log.c`, `e_log10.c`,
`s_cbrt.c` and `e_hypot.c`, and, with fused multiply-adds, `s_sin.c`, `s_cos.c`, `k_sin.c`,
`k_cos.c` and `e_rem_pio2.c`; `trig.rs` ports `e_asin.c`, `s_atan.c` and `e_atan2.c`. This
notice also heads both files:
```
Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
Developed at SunSoft, a Sun Microsystems, Inc. business.
Permission to use, copy, modify, and distribute this
software is freely granted, provided that this notice
is preserved.
```
+1 -1
View File
@@ -3,7 +3,7 @@ name = "cargo-horizon-mod"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.86"
rust-version.workspace = true
description = "cargo horizon-mod new/build/run/check: make Horizon content mods (docs/mods.md)"
# `cargo binstall --git https://github.com/horizon-rust/horizon cargo-horizon-mod` (#2120) reads this: the archive
+1 -1
View File
@@ -3,7 +3,7 @@ name = "horizon-anticheat"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.85"
rust-version.workspace = true
description = "The dedicated server's anticheat: its [anticheat] settings, violation levels and the checks' rules, with no game state (docs/anticheat.md)"
[dependencies]
@@ -34,7 +34,10 @@ pub fn element(v: &Element) -> Value {
.collect();
json!({"from":bits(v.from),"to":bits(v.to),"faces":faces,"rotation":v.rotation.as_ref().map(rotation),"shade":v.shade_direction_override.map(Direction::name),"light":v.light_emission})
}
#[allow(dead_code)] // Shared by fixtures which normalize different model stages.
#[allow(
dead_code,
reason = "shared by fixtures which normalize different model stages"
)]
pub fn model(v: &CuboidModel) -> Value {
let textures: BTreeMap<_, _> = v
.textures
+10 -2
View File
@@ -34,6 +34,8 @@ pub struct ModelQuad {
/// NeoForge's `render_type` names.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum RenderType {
/// A declared render type unknown to this baker; distinct from an absent default.
Unsupported,
Solid,
Cutout,
CutoutMipped,
@@ -234,7 +236,10 @@ fn bake_into(
skip_flat: bool,
output: &mut Vec<ModelQuad>,
) -> Result<()> {
let render_type = model.render_type.as_deref().and_then(RenderType::by_name);
let render_type = model
.render_type
.as_deref()
.map(|name| RenderType::by_name(name).unwrap_or(RenderType::Unsupported));
for element in model.elements() {
let element = element
.as_ref()
@@ -292,7 +297,10 @@ fn bake_obj(
transform: BlockModelTransform,
output: &mut Vec<ModelQuad>,
) -> Result<()> {
let render_type = model.render_type.as_deref().and_then(RenderType::by_name);
let render_type = model
.render_type
.as_deref()
.map(|name| RenderType::by_name(name).unwrap_or(RenderType::Unsupported));
for face in obj.faces.iter().filter(|f| !hidden.contains(&f.object)) {
let slot = match obj.materials.get(&face.material) {
Some(MtlTexture::Sprite(sprite)) => {
+9 -9
View File
@@ -179,19 +179,19 @@ impl Condition {
let fields = object(raw)?;
if fields.len() == 1 {
for name in ["OR", "AND"] {
if let Some(raw) = fields.get(name) {
if let Ok(values) = array(raw).and_then(|values| {
if let Some(raw) = fields.get(name)
&& let Ok(values) = array(raw).and_then(|values| {
values
.into_iter()
.map(Self::decode)
.collect::<Result<Vec<_>>>()
}) {
return Ok(if name == "OR" {
Self::Or(values)
} else {
Self::And(values)
});
}
})
{
return Ok(if name == "OR" {
Self::Or(values)
} else {
Self::And(values)
});
}
}
}
+55 -14
View File
@@ -917,6 +917,46 @@ impl NumericProperty {
/// (`None` removes a prototype component).
pub type Components = BTreeMap<String, Value>;
/// A stack's components read in place: its patch first, then its item's defaults. Reading one copies
/// nothing, where [`ItemModels::components`] clones the defaults for a stack with a patch (an enchanted
/// sword's are a few dozen JSON values, on every draw of it).
#[derive(Clone, Copy)]
pub struct ComponentsView<'a> {
prototype: &'a Components,
patch: &'a BTreeMap<String, Option<Value>>,
}
impl<'a> ComponentsView<'a> {
pub fn get(&self, key: &str) -> Option<&'a Value> {
match self.patch.get(key) {
Some(patched) => patched.as_ref(),
None => self.prototype.get(key),
}
}
pub fn contains_key(&self, key: &str) -> bool {
self.get(key).is_some()
}
/// Components with no patch: `components` as they are.
pub fn of(components: &'a Components) -> Self {
static NO_PATCH: BTreeMap<String, Option<Value>> = BTreeMap::new();
Self {
prototype: components,
patch: &NO_PATCH,
}
}
/// The merged map, for what needs one whole.
pub fn to_map(&self) -> Components {
let mut out = self.prototype.clone();
for (key, value) in self.patch {
match value {
Some(v) => out.insert(key.clone(), v.clone()),
None => out.remove(key),
};
}
out
}
}
/// An item stack as the resolver reads it.
#[derive(Clone, Debug, Default, PartialEq)]
pub struct StackView {
@@ -1087,14 +1127,15 @@ impl ItemModels {
if stack.patch.is_empty() {
return std::borrow::Cow::Borrowed(prototype);
}
let mut out = prototype.clone();
for (key, value) in &stack.patch {
match value {
Some(v) => out.insert(key.clone(), v.clone()),
None => out.remove(key),
};
std::borrow::Cow::Owned(self.components_view(stack).to_map())
}
/// The stack's components, read in place (see [`ComponentsView`]).
pub fn components_view<'a>(&'a self, stack: &'a StackView) -> ComponentsView<'a> {
static NONE: Components = BTreeMap::new();
ComponentsView {
prototype: self.prototypes.get(&stack.item).unwrap_or(&NONE),
patch: &stack.patch,
}
std::borrow::Cow::Owned(out)
}
/// `ItemModelResolver.updateForTopItem`.
pub fn resolve(&self, stack: &StackView, ctx: &Context, env: &dyn ItemEnv) -> ResolvedItem {
@@ -1112,7 +1153,7 @@ impl ItemModels {
ctx: &Context,
env: &dyn ItemEnv,
) {
let components = self.components(stack);
let components = self.components_view(stack);
let Some(Value::String(model_id)) = components.get("minecraft:item_model") else {
return;
};
@@ -1122,7 +1163,7 @@ impl ItemModels {
let mut state = Resolve {
models: self,
stack,
components: &components,
components,
ctx,
env,
};
@@ -1140,7 +1181,7 @@ impl ItemModels {
self.properties(stack).2
}
fn properties(&self, stack: &StackView) -> (bool, bool, f32) {
match self.components(stack).get("minecraft:item_model") {
match self.components_view(stack).get("minecraft:item_model") {
Some(Value::String(id)) => identifier(id)
.ok()
.and_then(|id| self.definitions.get(&id))
@@ -1159,7 +1200,7 @@ impl ItemModels {
struct Resolve<'a> {
models: &'a ItemModels,
stack: &'a StackView,
components: &'a Components,
components: ComponentsView<'a>,
ctx: &'a Context<'a>,
env: &'a dyn ItemEnv,
}
@@ -1455,9 +1496,9 @@ impl Resolve<'_> {
fn numeric(&self, property: &NumericProperty) -> f32 {
let owner = self.ctx.owner;
match property {
NumericProperty::BundleFullness => {
self.env.bundle_fullness(self.stack, self.components)
}
NumericProperty::BundleFullness => self
.env
.bundle_fullness(self.stack, &self.components.to_map()),
NumericProperty::Compass {
wobble,
target,
@@ -63,7 +63,7 @@ pub(super) fn decode(m: &Map<String, Value>) -> Result<Value> {
/// with a matching level. An empty predicate list still needs the component.
pub(super) fn matches(
predicate: &Value,
components: &Components,
components: ComponentsView<'_>,
env: &dyn ItemEnv,
) -> Option<bool> {
let (id, expected) = predicate.as_object()?.iter().next()?;
@@ -143,13 +143,17 @@ mod tests {
json!({"minecraft:density":0}),
)]);
assert_eq!(
matches(&json!({"minecraft:enchantments":[{}]}), &components, &NoEnv),
matches(
&json!({"minecraft:enchantments":[{}]}),
ComponentsView::of(&components),
&NoEnv
),
Some(true)
);
assert_eq!(
matches(
&json!({"minecraft:enchantments":[{"enchantments":"minecraft:density"}]}),
&components,
ComponentsView::of(&components),
&NoEnv
),
Some(false)
@@ -166,12 +170,21 @@ mod tests {
"minecraft:enchantments".into(),
json!({"minecraft:density":3}),
)]);
assert_eq!(matches(&predicate, &components, &Tags), Some(true));
assert_eq!(matches(&predicate, &components, &NoEnv), Some(false));
assert_eq!(
matches(&predicate, ComponentsView::of(&components), &Tags),
Some(true)
);
assert_eq!(
matches(&predicate, ComponentsView::of(&components), &NoEnv),
Some(false)
);
components.insert(
"minecraft:enchantments".into(),
json!({"minecraft:density":2}),
);
assert_eq!(matches(&predicate, &components, &Tags), Some(false));
assert_eq!(
matches(&predicate, ComponentsView::of(&components), &Tags),
Some(false)
);
}
}
@@ -1,4 +1,5 @@
use super::*;
use serde_json::json;
#[test]
fn identifier_adds_default_namespace() {
@@ -111,3 +112,49 @@ fn custom_condition_validates_its_name_and_both_branches() {
assert!(matches!(node("example:charged", empty).unwrap(),
ItemModelNode::Condition { property: ConditionProperty::Custom(name), .. } if name == "example:charged"));
}
#[test]
fn a_patched_stack_reads_its_patch_over_its_items_defaults() {
let mut models = ItemModels::default();
models.prototypes.insert(
"minecraft:diamond_sword".into(),
Components::from_iter([
(
"minecraft:item_model".into(),
json!("minecraft:diamond_sword"),
),
("minecraft:max_damage".into(), json!(1561)),
("minecraft:rarity".into(), json!("common")),
]),
);
let mut stack = StackView::new("minecraft:diamond_sword", 1);
stack.patch.insert(
"minecraft:enchantments".into(),
Some(json!({"minecraft:sharpness": 5})),
);
stack
.patch
.insert("minecraft:rarity".into(), Some(json!("rare")));
stack.patch.insert("minecraft:max_damage".into(), None);
let view = models.components_view(&stack);
assert_eq!(view.get("minecraft:rarity"), Some(&json!("rare")));
assert_eq!(view.get("minecraft:max_damage"), None, "a removed default");
assert_eq!(
view.get("minecraft:item_model"),
Some(&json!("minecraft:diamond_sword"))
);
assert!(view.contains_key("minecraft:enchantments"));
assert!(!view.contains_key("minecraft:custom_name"));
// Every key reads as the merged map has it.
let merged = models.components(&stack);
for key in [
"minecraft:rarity",
"minecraft:max_damage",
"minecraft:item_model",
"minecraft:enchantments",
"minecraft:custom_name",
] {
assert_eq!(view.get(key), merged.get(key), "{key}");
}
assert_eq!(view.to_map(), *merged);
}
+2 -2
View File
@@ -290,12 +290,12 @@ pub fn normalize_quaternion(q: [f32; 4]) -> [f32; 4] {
[x * inv, y * inv, z * inv, w * inv]
}
/// JOML `Math.sin(float)` without fast math.
fn joml_sin(rad: f32) -> f32 {
pub fn joml_sin(rad: f32) -> f32 {
f64::from(rad).sin() as f32
}
/// JOML `Math.cosFromSin(float, float)` without fast math: the magnitude from
/// the sine, the sign from the angle's quadrant (exact zeros at right angles).
fn cos_from_sin(sin: f32, angle: f32) -> f32 {
pub fn cos_from_sin(sin: f32, angle: f32) -> f32 {
let cos = (1.0 - sin * sin).sqrt();
let tau = (std::f64::consts::PI * 2.0) as f32;
let a = angle + std::f32::consts::FRAC_PI_2;
+17
View File
@@ -777,6 +777,23 @@ mod tests {
);
}
#[test]
fn an_unknown_declared_render_type_remains_distinct_from_absent() {
let json = LIGHTS.replace("minecraft:cutout", "fixture:custom_material");
let library = library(&[("block/custom", &json)]);
let model = library.resolve("block/custom").unwrap();
let quads = crate::bake::bake_block_model(
&model,
crate::bake::BlockModelTransform::new([0; 3], false),
)
.unwrap();
assert!(!quads.is_empty());
assert!(
quads
.iter()
.all(|q| q.render_type == Some(crate::bake::RenderType::Unsupported))
);
}
#[test]
fn render_type_comes_from_the_leaf_most_model_and_loses_its_prefix() {
let library = library(&[
("block/base", r#"{"render_type":"translucent"}"#),
+1
View File
@@ -2,6 +2,7 @@
name = "horizon-bench"
version = "0.1.0"
edition = "2021"
rust-version.workspace = true
license = "MIT"
description = "The benchmark report format (docs/benchmark-report.md), shared by the game, the launcher and the upload"
+142 -18
View File
@@ -90,6 +90,9 @@ horizon-bots: load-test bots for a Minecraft Java Edition 26.3 server (offline m
--seed N default 12345
--explore-speed B blocks a second an explore bot flies; default 22 (as fast as chunks come)
--pvp B fight bots also attack each other (true or false); default true
--crits fight bots swing at a sword's full strength (every 13 ticks) and jump into every
other swing, landing it while falling: a critical hit, then a sweep from the
ground (give them swords); for PvP benches (crit and sweep particles)
--name PREFIX bot names: PREFIX0, PREFIX1...; default Bot
--brand B the client brand sent in configuration (minecraft:brand); default none
--height H blocks above spawn the bots fly at (walk, explore, idle); default 24
@@ -165,6 +168,8 @@ struct Options {
attack_after: f64,
attack_rounds: u32,
no_swing: bool,
/// --crits: fight bots alternate jumped critical hits and sweeps at a sword's cooldown.
crits: bool,
flood: usize,
no_read: bool,
no_loaded: bool,
@@ -202,6 +207,7 @@ fn options() -> Result<Options, String> {
attack_after: 5.0,
attack_rounds: u32::MAX,
no_swing: false,
crits: false,
flood: 100,
no_read: false,
no_loaded: false,
@@ -230,6 +236,10 @@ fn options() -> Result<Options, String> {
o.no_swing = true;
continue;
}
if arg == "--crits" {
o.crits = true;
continue;
}
if arg == "--no-loaded" {
o.no_loaded = true;
continue;
@@ -532,11 +542,84 @@ fn distance(a: [f64; 3], b: [f64; 3]) -> f64 {
((a[0] - b[0]).powi(2) + (a[1] - b[1]).powi(2) + (a[2] - b[2]).powi(2)).sqrt()
}
/// A sword's attack speed is 1.6 a second: full strength 20 / 1.6 = 12.5 ticks after a swing.
const SWORD_COOLDOWN_TICKS: u32 = 13;
/// `LivingEntity.getJumpPower`: a jump's first upward motion, in blocks a tick.
const JUMP_POWER: f64 = 0.42;
/// `--crits`: a fight bot that swings at a sword's full strength and jumps into every other swing, so
/// it lands while falling (`Player.attack`'s critical hit: falling, not on the ground, full strength),
/// and the next one from the ground (a sweep: on the ground, full strength, a sword).
#[derive(Default)]
struct Crits {
/// Vertical motion while in the air (`LivingEntity.travel`: minus 0.08 a tick, times 0.98).
jump: Option<f64>,
ground: f64,
/// The next swing is the jumped one.
crit_next: bool,
}
impl Crits {
fn airborne(&self) -> bool {
self.jump.is_some()
}
/// One tick: walk up to the target and, with a full cooldown, strike; jump ahead of a crit's swing.
fn tick(
&mut self,
pos: &mut [f64; 3],
target: (i32, [f64; 3]),
since: &mut u32,
) -> Option<i32> {
if let Some(v) = self.jump {
pos[1] += v;
if pos[1] <= self.ground {
pos[1] = self.ground;
self.jump = None;
} else {
self.jump = Some((v - 0.08) * 0.98);
}
} else {
self.ground = pos[1];
// A jump takes 6 ticks to its top: start it so the cooldown ends on the way down.
if self.crit_next && *since + 8 >= SWORD_COOLDOWN_TICKS {
self.jump = Some(JUMP_POWER);
}
}
let falling = self.jump.is_some_and(|v| v < 0.0);
if self.crit_next && !falling {
*since = since.saturating_add(1);
fight_step(pos, target.1);
return None;
}
let hit = fight_tick(pos, target, since, SWORD_COOLDOWN_TICKS);
if hit.is_some() {
self.crit_next = !self.crit_next;
}
hit
}
}
/// One tick of a fighting bot with a target: walk up to it, and strike once the cooldown is over.
/// Returns the entity to attack. `since_attack` counts ticks since the last swing.
fn fight_tick(pos: &mut [f64; 3], target: (i32, [f64; 3]), since_attack: &mut u32) -> Option<i32> {
fn fight_tick(
pos: &mut [f64; 3],
target: (i32, [f64; 3]),
since_attack: &mut u32,
cooldown: u32,
) -> Option<i32> {
*since_attack = since_attack.saturating_add(1);
let (id, at) = target;
fight_step(pos, at);
if *since_attack >= cooldown && distance(*pos, at) <= ATTACK_REACH {
*since_attack = 0;
return Some(id);
}
None
}
/// Walk toward `at`, stopping `CLOSE_IN` short of it.
fn fight_step(pos: &mut [f64; 3], at: [f64; 3]) {
let (dx, dz) = (at[0] - pos[0], at[2] - pos[2]);
let horizontal = dx.hypot(dz);
if horizontal > CLOSE_IN {
@@ -544,11 +627,6 @@ fn fight_tick(pos: &mut [f64; 3], target: (i32, [f64; 3]), since_attack: &mut u3
pos[0] += dx / horizontal * step;
pos[2] += dz / horizontal * step;
}
if *since_attack >= ATTACK_COOLDOWN_TICKS && distance(*pos, at) <= ATTACK_REACH {
*since_attack = 0;
return Some(id);
}
None
}
/// One tick of walking to random points around the spawn, at sprint speed (5.6 blocks a second).
@@ -616,7 +694,7 @@ fn costly(
Behaviour::FloodUse => {
// A block within reach: place stone there, or break what is there.
let at = [0, 1, 2].map(|k| block[k] + (random.unit() * 7.0) as i32 - 3);
if i % 2 == 0 {
if i.is_multiple_of(2) {
play::Serverbound::UseItemOn(play::UseItemOn {
hand: 0,
pos: at,
@@ -645,7 +723,7 @@ fn costly(
carried: None,
}),
Behaviour::FloodSuggest => {
let text = if i % 2 == 0 {
let text = if i.is_multiple_of(2) {
"/"
} else {
LONG_COMMAND.as_str()
@@ -1124,6 +1202,7 @@ fn run_bot(
spawn[1] + o.height
};
let mut since_attack = ATTACK_COOLDOWN_TICKS;
let mut crits = Crits::default();
let heading = random.unit() * std::f64::consts::TAU;
let mut target = pos;
let mut next = Instant::now();
@@ -1181,11 +1260,16 @@ fn run_bot(
Behaviour::Fight => {
let near = lock(&bot.entities).nearest(pos, o.pvp, &bots);
if let Some(near) = near {
if let Some(victim) = fight_tick(&mut pos, near, &mut since_attack) {
let hit = if o.crits {
crits.tick(&mut pos, near, &mut since_attack)
} else {
fight_tick(&mut pos, near, &mut since_attack, ATTACK_COOLDOWN_TICKS)
};
if let Some(victim) = hit {
// The client sends the attack, then swings the arm.
let sent = send(
play::Serverbound::Attack(play::Attack { id: victim }).encode(),
) && send(raw(sb::PUNCH, |w| w.varint(0)));
) && send(play::Serverbound::Punch(Empty).encode());
if sent {
bot.attacks.fetch_add(1, Ordering::Relaxed);
}
@@ -1300,9 +1384,10 @@ fn run_bot(
x: pos[0],
y: pos[1],
z: pos[2],
// Fight bots stand on the ground; the others fly.
// Fight bots stand on the ground (but in a --crits jump); the others fly.
flags: u8::from(
matches!(behaviour, Behaviour::Fight | Behaviour::Stand) || o.ground,
(matches!(behaviour, Behaviour::Fight | Behaviour::Stand) && !crits.airborne())
|| o.ground,
),
})
.encode(),
@@ -1470,10 +1555,10 @@ fn main() {
});
if o.report.as_deref() == Some("-") {
println!("{summary:#}");
} else if let Some(path) = &o.report {
if let Err(e) = std::fs::write(path, format!("{summary:#}\n")) {
eprintln!("horizon-bots: {path}: {e}");
}
} else if let Some(path) = &o.report
&& let Err(e) = std::fs::write(path, format!("{summary:#}\n"))
{
eprintln!("horizon-bots: {path}: {e}");
}
let errors: Vec<String> = bots
.iter()
@@ -1600,7 +1685,9 @@ mod tests {
let target = (3, [1.0, 64.0, 0.0]);
let mut since = ATTACK_COOLDOWN_TICKS;
let hits: Vec<u32> = (0..40)
.filter_map(|tick| fight_tick(&mut pos, target, &mut since).map(|_| tick))
.filter_map(|tick| {
fight_tick(&mut pos, target, &mut since, ATTACK_COOLDOWN_TICKS).map(|_| tick)
})
.collect();
assert_eq!(hits[0], 0, "a bot in reach strikes at once");
assert!(
@@ -1617,7 +1704,7 @@ mod tests {
let mut since = ATTACK_COOLDOWN_TICKS;
let mut first = None;
for tick in 0..100 {
if fight_tick(&mut pos, target, &mut since).is_some() {
if fight_tick(&mut pos, target, &mut since, ATTACK_COOLDOWN_TICKS).is_some() {
first = Some(tick);
break;
}
@@ -1627,6 +1714,43 @@ mod tests {
assert!(pos[0] < 10.0 - CLOSE_IN + 1e-9);
}
#[test]
fn crits_alternate_a_falling_swing_and_a_grounded_one() {
let mut pos = [0.0, 64.0, 0.0];
let target = (3, [1.0, 64.0, 0.0]);
let (mut since, mut crits) = (SWORD_COOLDOWN_TICKS, Crits::default());
let mut last_y = pos[1];
let mut hits = Vec::new();
for tick in 0..120u32 {
let hit = crits.tick(&mut pos, target, &mut since);
if hit.is_some() {
hits.push((tick, crits_state(pos[1], last_y)));
}
last_y = pos[1];
}
assert!(hits.len() >= 6, "{hits:?}");
for (i, w) in hits.windows(2).enumerate() {
assert!(
w[1].0 - w[0].0 >= SWORD_COOLDOWN_TICKS,
"full strength each time: {hits:?}"
);
assert_ne!(w[0].1, w[1].1, "swing {i} and the next alternate: {hits:?}");
}
// A crit lands in the air, on the way down; a sweep from the ground.
assert!(hits.iter().any(|h| h.1 == "falling") && hits.iter().any(|h| h.1 == "ground"));
assert!(pos[1] >= 64.0);
}
fn crits_state(y: f64, before: f64) -> &'static str {
if y == 64.0 {
"ground"
} else if y < before {
"falling"
} else {
"rising"
}
}
#[test]
fn percentiles_use_nearest_rank() {
assert_eq!(percentile(&[], 50), 0);
+1 -1
View File
@@ -3,7 +3,7 @@ name = "horizon-chat-filter"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.88"
rust-version.workspace = true
description = "The dedicated server's chat filter: its [chat_filter] settings, the slur list's matcher and the mutes, with no game state (docs/chat-filter.md)"
[dependencies]
+1 -1
View File
@@ -3,7 +3,7 @@ name = "horizon-client-core"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.90"
rust-version.workspace = true
description = "The client's lowest layer: chat text and translations, SNBT and NBT paths, the scoreboard, boss bars, game rules and the registry and particle tables commands name"
[dependencies]
@@ -217,9 +217,10 @@ pub fn stack(tag: &Tag) -> Option<Tag> {
Some(Tag::compound(out))
}
/// `ItemStackTemplate.CODEC`: an item id or `{id, count?, components?}`.
/// Encoding uses the primary record form, including for a bare item id.
fn template(tag: &Tag) -> Option<Tag> {
match tag {
Tag::String(_) => Some(tag.clone()),
Tag::String(_) => Some(Tag::compound([("id", tag.clone())])),
Tag::Compound(_) => {
let mut out = vec![("id", string(&text(tag.get("id"))?))];
if let Some(count) = int(tag.get("count")).filter(|c| *c != 1) {
@@ -1011,3 +1012,69 @@ mod tests {
assert_eq!(items[1].get("count"), Some(&Tag::Int(5)));
}
}
#[cfg(test)]
mod pot_template_tests {
use super::*;
use horizon_world::nbt::parse_snbt;
#[test]
fn decorated_pot_string_template_load_save_uses_item_compound() {
let parse = |s: &str| parse_snbt(s).expect("valid input NBT").0;
let input = |front: &str| {
let mut tag = parse(
r#"{id:"minecraft:decorated_pot",x:4,y:200,z:4,sherds:{back:{id:"minecraft:brick"},right:{id:"minecraft:archer_pottery_sherd"}},item:{id:"minecraft:wheat",count:3,components:{"minecraft:custom_name":"H290 item"}}}"#,
);
let Tag::Compound(root) = &mut tag else {
unreachable!()
};
let Some(Tag::Compound(sides)) = root.get_mut(&"sherds".into()) else {
unreachable!()
};
sides.insert("front".into(), parse(front));
tag
};
let other_fields = |loaded: &Tag, saved: &Tag| {
assert_eq!(saved.get("id"), loaded.get("id"));
for key in ["x", "y", "z", "item"] {
assert_eq!(saved.get(key), loaded.get(key), "{key}");
}
let loaded_sides = loaded.get("sherds").unwrap();
let saved_sides = saved.get("sherds").unwrap();
for side in ["back", "right"] {
assert_eq!(saved_sides.get(side), loaded_sides.get(side), "{side}");
}
assert_eq!(saved_sides.get("left"), None);
};
let plain = r#"{id:"minecraft:angler_pottery_sherd"}"#;
let defaults = r#"{id:"minecraft:angler_pottery_sherd",count:1,components:{}}"#;
let rich = r#"{id:"minecraft:angler_pottery_sherd",count:3,components:{"minecraft:custom_data":{h290:1},"minecraft:custom_name":"H290 sherd"}}"#;
// Actual canonical load/save entry, not the private template helper.
for (front, expected) in [(plain, plain), (defaults, plain), (rich, rich)] {
let loaded = input(front);
let original = loaded.clone();
let saved = canonical(&loaded).expect("actual decorated-pot codec");
other_fields(&loaded, &saved);
assert_eq!(
saved.get("sherds").unwrap().get("front"),
Some(&parse(expected))
);
assert_eq!(canonical(&saved).as_ref(), Some(&saved));
assert_eq!(loaded, original, "read-only canonicalization");
}
println!(
"H290 actual canonical compound/default/count/components, other sides/item/name and idempotency controls admitted"
);
let loaded = input(r#""minecraft:angler_pottery_sherd""#);
let original = loaded.clone();
let saved = canonical(&loaded).expect("actual decorated-pot codec");
other_fields(&loaded, &saved);
assert_eq!(loaded, original, "read-only canonicalization");
assert_eq!(
saved.get("sherds").unwrap().get("front"),
Some(&parse(plain)),
"string template must save the primary item compound",
);
assert_eq!(canonical(&saved).as_ref(), Some(&saved));
}
}
@@ -275,6 +275,25 @@ impl Registries {
.clone_from(&e.advancement_criteria);
}
}
/// Add the damage catalog's types ([`Self::damage_types`]: content mods'
/// and the world's packs' with vanilla's) to the commands'
/// `minecraft:damage_type` ids, which the export lists for vanilla alone.
/// `ResourceArgument` looks a type up in the server's registries, so
/// `/damage` takes every type the world has. The export's tags stay. The
/// ids are replaced, not extended: `by_registry` outlives a world, and a
/// pack's type must not stay accepted in the next world opened.
pub fn sync_damage_type_ids(&mut self) {
if self.damage_types.is_empty() {
return;
}
let mut ids = self.damage_types.clone();
ids.sort();
ids.dedup();
self.by_registry
.entry("minecraft:damage_type".into())
.or_default()
.ids = ids;
}
/// The element ids of a registry (sorted).
pub fn ids(&self, registry: &str) -> &[String] {
if let Some(r) = self.by_registry.get(registry) {
@@ -312,3 +331,49 @@ impl Registries {
}
}
}
#[cfg(test)]
mod tests {
use super::Registries;
/// A content mod's damage type joins vanilla's in the commands' ids, the
/// export's tags stay, and a second world open lists each type once.
#[test]
fn damage_type_ids_take_the_catalogs_types() {
let export = Registries::from_export(&serde_json::json!({
"by_registry": {"minecraft:damage_type": {
"ids": ["minecraft:fall", "minecraft:magic"],
"tags": ["minecraft:is_fall"],
}},
}));
let mut reg = Registries {
damage_types: vec![
"minecraft:magic".into(),
"example:test".into(),
"minecraft:fall".into(),
],
..Registries::default()
};
reg.fill_from_exported(&export);
assert_eq!(
reg.ids("minecraft:damage_type"),
["minecraft:fall", "minecraft:magic"],
"the export alone lists vanilla's types"
);
for _ in 0..2 {
reg.sync_damage_type_ids();
assert_eq!(
reg.ids("minecraft:damage_type"),
["example:test", "minecraft:fall", "minecraft:magic"]
);
assert_eq!(reg.tags("minecraft:damage_type"), ["minecraft:is_fall"]);
}
// The next world, without the pack: its type is no longer accepted.
reg.damage_types = vec!["minecraft:fall".into(), "minecraft:magic".into()];
reg.sync_damage_type_ids();
assert_eq!(
reg.ids("minecraft:damage_type"),
["minecraft:fall", "minecraft:magic"]
);
}
}
+1 -1
View File
@@ -3,7 +3,7 @@ name = "horizon-client-input"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.90"
rust-version.workspace = true
description = "The client's input layer: key bindings and their names, mouse, controllers, clipboard and window options"
[dependencies]
+62 -3
View File
@@ -490,6 +490,37 @@ impl GlyphStyle {
}
}
/// How much the gameplay guide says.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum GuideDetail {
#[default]
Full,
/// Only what can be done to what's in front of the player or under the crosshair.
Basic,
Off,
}
impl GuideDetail {
pub const ALL: [GuideDetail; 3] = [GuideDetail::Full, GuideDetail::Basic, GuideDetail::Off];
/// The name in `horizon-controller.txt`.
pub fn name(self) -> &'static str {
match self {
GuideDetail::Full => "full",
GuideDetail::Basic => "basic",
GuideDetail::Off => "off",
}
}
/// Reads a name, or the `true` and `false` this option first saved. Anything else is full.
pub fn parse(value: &str) -> Self {
match value {
"basic" => GuideDetail::Basic,
"off" | "false" => GuideDetail::Off,
_ => GuideDetail::Full,
}
}
}
/// The on-screen keyboard A opens on a text field in focus mode.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum TextKeyboard {
@@ -537,6 +568,8 @@ pub fn steam_keyboard(choice: TextKeyboard) -> bool {
pub struct PadSettings {
pub enabled: bool,
pub vibration: bool,
/// The pad keeps driving the game while its window has no focus.
pub play_in_background: bool,
/// A DualSense's triggers push back (Horizon's; docs/controllers.md).
pub adaptive_triggers: bool,
pub lightbar: Lightbar,
@@ -556,6 +589,8 @@ pub struct PadSettings {
/// by default on the Switch only.
pub nintendo_letters: bool,
pub keyboard: TextKeyboard,
/// The gameplay guide: what the buttons do now, in the HUD's corners while the pad plays.
pub guide_detail: GuideDetail,
/// Menu pointer multiplier, scroll lines/second, and repeat times in seconds.
pub pointer_speed: f32,
pub scroll_speed: f32,
@@ -569,6 +604,7 @@ impl Default for PadSettings {
Self {
enabled: true,
vibration: true,
play_in_background: false,
adaptive_triggers: true,
lightbar: Lightbar::Health,
look_sensitivity: 0.5,
@@ -581,6 +617,7 @@ impl Default for PadSettings {
glyphs: GlyphStyle::Auto,
nintendo_letters: cfg!(target_os = "horizon"),
keyboard: TextKeyboard::Auto,
guide_detail: GuideDetail::Full,
pointer_speed: 1.0,
scroll_speed: 12.0,
repeat_delay: 0.35,
@@ -635,6 +672,7 @@ impl PadSettings {
match key.trim() {
"enabled" => s.enabled = flag(s.enabled),
"vibration" => s.vibration = flag(s.vibration),
"playInBackground" => s.play_in_background = flag(s.play_in_background),
"adaptiveTriggers" => s.adaptive_triggers = flag(s.adaptive_triggers),
"lightbar" => s.lightbar = Lightbar::parse(value),
"lookSensitivity" => s.look_sensitivity = unit(s.look_sensitivity),
@@ -649,6 +687,7 @@ impl PadSettings {
"glyphs" => s.glyphs = GlyphStyle::parse(value),
"nintendoLetters" => s.nintendo_letters = flag(s.nintendo_letters),
"keyboard" => s.keyboard = TextKeyboard::parse(value),
"gameplayGuide" => s.guide_detail = GuideDetail::parse(value),
"pointerSpeed" => s.pointer_speed = bounded(s.pointer_speed, 0.25, 3.0),
"scrollSpeed" => s.scroll_speed = bounded(s.scroll_speed, 1.0, 36.0),
"repeatDelay" => s.repeat_delay = bounded(s.repeat_delay, 0.1, 1.0),
@@ -706,7 +745,8 @@ impl PadSettings {
self.keyboard.name(),
);
text.push_str(&format!(
"pointerSpeed:{}\nscrollSpeed:{}\nrepeatDelay:{}\nrepeatInterval:{}\n",
"gameplayGuide:{}\npointerSpeed:{}\nscrollSpeed:{}\nrepeatDelay:{}\nrepeatInterval:{}\n",
self.guide_detail.name(),
self.pointer_speed, self.scroll_speed, self.repeat_delay, self.repeat_interval,
));
for (action, button) in &self.bindings {
@@ -715,6 +755,10 @@ impl PadSettings {
button.map_or("none", Button::name)
));
}
text.push_str(&format!(
"playInBackground:{}\n",
bool_text(self.play_in_background)
));
text.push_str("bindLayout:1\n");
text
}
@@ -786,7 +830,8 @@ pub fn stick_axes(
{
// Default map: RightStickX is the stick's Y, LeftZ its X; RightStickY
// is the right trigger and must not drive look.
(left, [left_z, right[0]])
// gilrs turns over only the axes it calls Y, and this Y is on one it doesn't.
(left, [left_z, -right[0]])
} else {
(left, right)
}
@@ -1752,6 +1797,15 @@ bind_key.hotbar.2:north
}
}
#[test]
fn playing_in_the_background_is_off_until_saved_on() {
assert!(!PadSettings::parse("vibration:false\n").play_in_background);
let mut on = PadSettings::default();
assert!(!on.play_in_background);
on.play_in_background = true;
assert!(PadSettings::parse(&on.serialize()).play_in_background);
}
#[test]
fn a_file_from_before_these_defaults_keeps_its_buttons() {
// Saved settings that never bound D-pad down: it stays on the advancements.
@@ -1793,6 +1847,7 @@ bind_key.hotbar.2:north
s.look_sensitivity = 0.75;
s.glyphs = GlyphStyle::PlayStation;
s.nintendo_letters = !s.nintendo_letters;
s.guide_detail = GuideDetail::Basic;
let text = s.serialize();
assert!(text.contains(&format!("nintendoLetters:{}\n", s.nintendo_letters)));
assert!(text.contains("bind_key.jump:east\n"));
@@ -1820,7 +1875,11 @@ bind_key.hotbar.2:north
false,
);
assert_eq!(left, [0.2, 0.3]);
assert_eq!(right, [-0.5, 0.7], "X from LeftZ, Y from RightStickX");
assert_eq!(
right,
[-0.5, -0.7],
"X from LeftZ, Y from RightStickX, turned over"
);
let kept = stick_axes(
[0.2, 0.3],
[0.7, -0.9],
@@ -0,0 +1,962 @@
//! The gameplay guide: what the buttons do right now, in the corners of the HUD while a pad plays
//! and of an inventory it drives (Horizon's; vanilla has no gamepad input). The game reads the facts
//! from its own hit results and capabilities (`game/pad/guide.rs`); this turns them into rows, and
//! places the rows around what was drawn.
use crate::gamepad::{Button, GuideDetail, PadSettings, Rect};
/// What a use does, by what takes it.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Verb {
Use,
Open,
Ride,
Trade,
Feed,
Place,
Eat,
Drink,
Shoot,
Load,
Throw,
Raise,
Equip,
Fish,
Zoom,
Boost,
}
impl Verb {
fn caption(self) -> &'static str {
match self {
Verb::Use => "horizon.controller.guide.use",
Verb::Open => "horizon.controller.guide.open",
Verb::Ride => "horizon.controller.guide.ride",
Verb::Trade => "horizon.controller.guide.trade",
Verb::Feed => "horizon.controller.guide.feed",
Verb::Place => "horizon.controller.guide.place",
Verb::Eat => "horizon.controller.guide.eat",
Verb::Drink => "horizon.controller.guide.drink",
Verb::Shoot => "horizon.controller.guide.shoot",
Verb::Load => "horizon.controller.guide.load",
Verb::Throw => "horizon.controller.guide.throw",
Verb::Raise => "horizon.controller.guide.raise",
Verb::Equip => "horizon.controller.guide.equip",
Verb::Fish => "horizon.controller.guide.fish",
Verb::Zoom => "horizon.controller.guide.zoom",
Verb::Boost => "horizon.controller.guide.boost",
}
}
}
/// `Minecraft.hitResult`, with what each button would do to it.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub enum Target {
#[default]
None,
Block {
breakable: bool,
/// The block takes the use before the held item gets its turn.
takes: Option<Verb>,
},
Entity {
attackable: bool,
takes: Option<Verb>,
},
}
/// An item in use, by what letting go of it does.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Active {
Shoot,
Throw,
Stop,
}
/// What the guide knows of the player this moment.
#[derive(Clone, Copy, Debug, Default, PartialEq)]
pub struct Facts {
pub spectator: bool,
pub target: Target,
/// What `Item.use` does on the target or in the air: the main hand's, else the off hand's.
pub item_use: Option<Verb>,
/// Pick Block finds something it can select or, in creative, add.
pub can_pick: bool,
pub using: Option<Active>,
/// `LocalPlayer.isHandsBusy`: paddling a boat.
pub hands_busy: bool,
pub riding: bool,
/// The vehicle jumps when told (a saddled horse).
pub vehicle_jumps: bool,
pub on_ground: bool,
pub in_water: bool,
pub flying: bool,
pub may_fly: bool,
pub gliding: bool,
/// In the air with a glider on: a jump would start gliding.
pub can_glide: bool,
/// Sneaking that the button latched, so the next press stands up.
pub sneak_latched: bool,
pub can_sprint: bool,
pub main_hand_item: bool,
pub off_hand_item: bool,
}
/// One button's line: the button and the translation key of what it does.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct Row {
/// Shown before `button`: held with it, or its other half (LB and RB for pages).
pub with: Option<Button>,
pub button: Button,
pub caption: &'static str,
}
impl Row {
fn new(button: Button, caption: &'static str) -> Self {
Row {
with: None,
button,
caption,
}
}
fn pair(with: Button, button: Button, caption: &'static str) -> Self {
Row {
with: Some(with),
button,
caption,
}
}
}
/// The two columns, most useful row first.
#[derive(Clone, Debug, Default, PartialEq, Eq)]
pub struct Guide {
/// Top left: movement and the player's own actions.
pub left: Vec<Row>,
/// Top right: break, use and pick block.
pub right: Vec<Row>,
}
impl Guide {
/// The rows this detail keeps. Basic is the right column: what the buttons do to what's in
/// front of the player, or the plain face buttons in an inventory.
pub fn at_detail(self, detail: GuideDetail) -> Self {
match detail {
GuideDetail::Full => self,
GuideDetail::Basic => Guide {
left: Vec::new(),
right: self.right,
},
GuideDetail::Off => Guide {
left: Vec::new(),
right: Vec::new(),
},
}
}
}
/// The rows for these facts on these bindings. An unbound action has no row, and neither has one
/// on Start, which is always pause.
pub fn resolve(facts: &Facts, settings: &PadSettings) -> Guide {
let row = |action: &str, caption: Option<&'static str>| {
let button = settings
.binding(action)
.filter(|button| *button != Button::Start)?;
Some(Row::new(button, caption?))
};
let player = !facts.spectator;
let any_item = facts.main_hand_item || facts.off_hand_item;
Guide {
left: [
row("key.jump", jump_caption(facts)),
row("key.sneak", sneak_caption(facts)),
row("key.sprint", facts.can_sprint.then_some("key.sprint")),
row("key.inventory", player.then_some("key.inventory")),
row(
"key.drop",
(player && facts.main_hand_item).then_some("horizon.controller.guide.drop"),
),
row(
"key.swapOffhand",
(player && any_item).then_some("horizon.controller.guide.swap"),
),
]
.into_iter()
.flatten()
.collect(),
right: [
row("key.attack", attack_caption(facts)),
row("key.use", use_caption(facts)),
row("key.pickItem", pick_caption(facts)),
]
.into_iter()
.flatten()
.collect(),
}
}
fn jump_caption(f: &Facts) -> Option<&'static str> {
if f.riding {
f.vehicle_jumps.then_some("key.jump")
} else if f.flying {
Some("horizon.controller.guide.fly_up")
} else if f.gliding {
None
} else if f.in_water {
Some("horizon.controller.guide.swim_up")
} else if f.on_ground {
Some("key.jump")
} else if f.can_glide {
Some("horizon.controller.guide.glide")
} else {
f.may_fly.then_some("horizon.controller.guide.fly")
}
}
fn sneak_caption(f: &Facts) -> Option<&'static str> {
if f.riding {
Some("horizon.controller.guide.dismount")
} else if f.flying {
Some("horizon.controller.guide.fly_down")
} else if f.gliding {
None
} else if f.in_water && !f.on_ground {
Some("horizon.controller.guide.swim_down")
} else if f.sneak_latched {
Some("horizon.controller.guide.stand")
} else {
Some("key.sneak")
}
}
/// `Minecraft.handleKeybinds` spends attack clicks while an item is in use, and
/// `startAttack` does nothing with busy hands.
fn attack_caption(f: &Facts) -> Option<&'static str> {
if f.using.is_some() || f.hands_busy {
return None;
}
match f.target {
Target::Entity {
attackable: true, ..
} if f.spectator => Some("horizon.controller.guide.spectate"),
Target::Entity {
attackable: true, ..
} => Some("horizon.controller.guide.attack"),
Target::Block {
breakable: true, ..
} => Some("horizon.controller.guide.break"),
_ => None,
}
}
/// `Minecraft.startUseItem`: what is aimed at first, then the item.
fn use_caption(f: &Facts) -> Option<&'static str> {
match f.using {
Some(Active::Shoot) => return Some("horizon.controller.guide.release_shoot"),
Some(Active::Throw) => return Some("horizon.controller.guide.release_throw"),
Some(Active::Stop) => return Some("horizon.controller.guide.release_stop"),
None => {}
}
if f.hands_busy {
return None;
}
let takes = match f.target {
Target::Block { takes, .. } | Target::Entity { takes, .. } => takes,
Target::None => None,
};
takes.or(f.item_use).map(Verb::caption)
}
fn pick_caption(f: &Facts) -> Option<&'static str> {
if f.spectator {
// key.spectatorHotbar is this button: it opens the teleport menu.
return Some("horizon.controller.guide.spectator_menu");
}
(f.can_pick && f.using.is_none()).then_some("key.pickItem")
}
/// What the crosshair is on in an inventory.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub enum Under {
#[default]
Nothing,
/// A slot. `same` is the carried stack being its kind; `result` a crafting result, which is
/// only ever taken whole.
Slot {
item: bool,
same: bool,
result: bool,
/// The carried stack can go here.
accepts: bool,
},
Recipe {
direct_craft: bool,
alternatives: bool,
},
/// One of the recipe book's other controls.
Control,
}
/// What an inventory's rows are resolved from.
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub struct MenuFacts {
pub under: Under,
pub carrying: bool,
/// The recipe book is showing: the bumpers turn its pages, the triggers its categories.
pub book: bool,
/// The bumpers switch tabs.
pub tabs: bool,
}
/// An inventory's rows, by what they ask of the player: at the bottom right one face button, at the
/// bottom left anything else (a trigger held with a button, the bumpers, View, a stick click). What
/// the crosshair is on comes first in its column, the screen's own rows after, except Close, which
/// stays lowest so the rest don't move it. Menu buttons aren't rebindable, so these name them.
pub fn resolve_menu(f: &MenuFacts) -> Guide {
use Button::{East, LeftBumper, LeftStick, LeftTrigger, North, RightBumper, RightTrigger};
use Button::{Select, South, West};
const TAKE: &str = "horizon.controller.guide.take";
const MOVE: &str = "horizon.controller.guide.quick_move";
let under = match f.under {
// A result takes only into empty hands or the same stack.
Under::Slot {
item: true,
result: true,
same,
..
} if !f.carrying || same => vec![Row::new(South, TAKE), Row::new(North, MOVE)],
Under::Slot { result: true, .. } => Vec::new(),
Under::Slot { accepts: false, .. } if f.carrying => Vec::new(),
Under::Slot { item, same, .. } if f.carrying => vec![
Row::new(
South,
if item && !same {
"horizon.controller.guide.swap_stack"
} else {
"horizon.controller.guide.put"
},
),
Row::new(West, "horizon.controller.guide.put_one"),
],
Under::Slot { item: true, .. } => vec![
Row::new(South, TAKE),
Row::new(West, "horizon.controller.guide.take_half"),
Row::new(North, MOVE),
Row::new(Select, "horizon.controller.guide.drop"),
Row::new(LeftStick, "horizon.controller.guide.drop_stack"),
],
Under::Nothing | Under::Slot { .. } => Vec::new(),
Under::Recipe {
direct_craft,
alternatives,
} => [
Some(Row::new(South, "horizon.controller.guide.place_recipe")),
direct_craft.then_some(Row::pair(
LeftTrigger,
South,
"horizon.controller.direct_craft",
)),
Some(Row::new(North, "horizon.controller.guide.place_recipe_all")),
alternatives.then_some(Row::new(West, "horizon.controller.guide.alternatives")),
]
.into_iter()
.flatten()
.collect(),
Under::Control => vec![Row::new(South, "horizon.controller.guide.select")],
};
let screen = [
f.book.then_some(Row::pair(
LeftBumper,
RightBumper,
"horizon.controller.guide.pages",
)),
f.book.then_some(Row::pair(
LeftTrigger,
RightTrigger,
"horizon.controller.guide.categories",
)),
(f.tabs && !f.book).then_some(Row::pair(
LeftBumper,
RightBumper,
"horizon.controller.guide.tabs",
)),
];
let close = Row::new(East, "horizon.controller.guide.close");
let rows = std::iter::once(close)
.chain(under)
.chain(screen.into_iter().flatten());
let (right, left) =
rows.partition(|r| r.with.is_none() && matches!(r.button, South | East | West | North));
Guide { left, right }
}
/// A row's height and the view's margin, in GUI pixels.
pub const ROW_HEIGHT: f32 = 11.0;
const MARGIN: f32 = 2.0;
fn overlap(a: &Rect, b: &Rect) -> bool {
a[0] < b[0] + b[2] && b[0] < a[0] + a[2] && a[1] < b[1] + b[3] && b[1] < a[1] + a[3]
}
/// Where a column's rows go, down from a top corner of the `[width, height]` view: under whatever
/// a row would overlap in `taken`, or nowhere when that leaves the view's upper three quarters (the
/// row is dropped: the rows come in the order they matter). The placed rows join `taken`.
pub fn place_column(
view: [f32; 2],
left: bool,
widths: &[f32],
taken: &mut Vec<Rect>,
) -> Vec<Option<Rect>> {
place(view, left, false, widths, taken)
}
/// `place_column`'s rows up from a bottom corner, over what they would overlap, within the view's
/// lower quarter: the first row is the lowest.
pub fn place_column_up(
view: [f32; 2],
left: bool,
widths: &[f32],
taken: &mut Vec<Rect>,
) -> Vec<Option<Rect>> {
place(view, left, true, widths, taken)
}
fn place(
view: [f32; 2],
left: bool,
up: bool,
widths: &[f32],
taken: &mut Vec<Rect>,
) -> Vec<Option<Rect>> {
let mut y = if up {
view[1] - MARGIN - ROW_HEIGHT
} else {
MARGIN
};
widths
.iter()
.map(|&width| {
if width > view[0] - 2.0 * MARGIN {
return None;
}
let x = if left {
MARGIN
} else {
view[0] - MARGIN - width
};
let mut at = y;
loop {
let outside = if up {
at < view[1] * 0.75
} else {
at + ROW_HEIGHT > view[1] * 0.75
};
if outside {
return None;
}
let rect = [x, at, width, ROW_HEIGHT];
let hit = taken.iter().filter(|t| overlap(&rect, t));
let past = if up {
hit.map(|t| t[1]).fold(f32::INFINITY, f32::min)
} else {
hit.map(|t| t[1] + t[3]).fold(f32::NEG_INFINITY, f32::max)
};
if past.is_infinite() {
taken.push(rect);
y = if up {
at - ROW_HEIGHT - 1.0
} else {
at + ROW_HEIGHT + 1.0
};
return Some(rect);
}
at = if up {
past.floor() - ROW_HEIGHT - 1.0
} else {
past.ceil() + 1.0
};
}
})
.collect()
}
#[cfg(test)]
mod tests {
use super::*;
fn walking() -> Facts {
Facts {
on_ground: true,
can_sprint: true,
main_hand_item: true,
..Facts::default()
}
}
fn on_block(f: Facts, breakable: bool, takes: Option<Verb>) -> Facts {
Facts {
target: Target::Block { breakable, takes },
..f
}
}
fn rows(rows: &[Row]) -> Vec<(Button, &'static str)> {
rows.iter().map(|r| (r.button, r.caption)).collect()
}
fn captions(rows: &[Row]) -> Vec<&'static str> {
rows.iter().map(|r| r.caption).collect()
}
#[test]
fn survival_on_a_block_shows_break_use_and_pick_on_the_default_buttons() {
let facts = Facts {
can_pick: true,
item_use: Some(Verb::Place),
..on_block(walking(), true, None)
};
let guide = resolve(&facts, &PadSettings::default());
assert_eq!(
rows(&guide.right),
[
(Button::RightTrigger, "horizon.controller.guide.break"),
(Button::LeftTrigger, "horizon.controller.guide.place"),
(Button::DPadLeft, "key.pickItem"),
]
);
assert_eq!(
rows(&guide.left),
[
(Button::South, "key.jump"),
(Button::RightStick, "key.sneak"),
(Button::LeftStick, "key.sprint"),
(Button::North, "key.inventory"),
(Button::DPadDown, "horizon.controller.guide.drop"),
(Button::West, "horizon.controller.guide.swap"),
]
);
}
#[test]
fn a_rebound_action_moves_its_row_and_an_unbound_one_loses_it() {
let mut settings = PadSettings::default();
settings.bind("key.attack", Some(Button::North));
settings.bind("key.pickItem", None);
settings.bind("key.jump", Some(Button::Start));
let facts = Facts {
can_pick: true,
..on_block(walking(), true, None)
};
let guide = resolve(&facts, &settings);
assert_eq!(
rows(&guide.right),
[(Button::North, "horizon.controller.guide.break")]
);
// Start only ever pauses.
assert!(!captions(&guide.left).contains(&"key.jump"));
}
#[test]
fn what_a_block_or_entity_takes_comes_before_the_held_item() {
let settings = PadSettings::default();
let chest = Facts {
item_use: Some(Verb::Place),
..on_block(walking(), true, Some(Verb::Open))
};
assert_eq!(
captions(&resolve(&chest, &settings).right),
[
"horizon.controller.guide.break",
"horizon.controller.guide.open"
]
);
let villager = Facts {
item_use: Some(Verb::Eat),
target: Target::Entity {
attackable: true,
takes: Some(Verb::Trade),
},
..walking()
};
assert_eq!(
captions(&resolve(&villager, &settings).right),
[
"horizon.controller.guide.attack",
"horizon.controller.guide.trade"
]
);
// A mob the item means nothing to: the item is used on.
let cow = Facts {
target: Target::Entity {
attackable: true,
takes: None,
},
..villager
};
assert_eq!(
captions(&resolve(&cow, &settings).right)[1],
"horizon.controller.guide.eat"
);
}
#[test]
fn nothing_to_do_leaves_the_right_column_empty() {
let settings = PadSettings::default();
assert!(resolve(&walking(), &settings).right.is_empty());
// An unbreakable block too (bedrock, a creative sword, adventure without can_break).
assert!(
resolve(&on_block(walking(), false, None), &settings)
.right
.is_empty()
);
}
#[test]
fn an_item_in_use_leaves_only_letting_go() {
let facts = Facts {
using: Some(Active::Shoot),
can_pick: true,
..on_block(walking(), true, Some(Verb::Open))
};
assert_eq!(
captions(&resolve(&facts, &PadSettings::default()).right),
["horizon.controller.guide.release_shoot"]
);
}
#[test]
fn busy_hands_neither_attack_nor_use() {
let facts = Facts {
hands_busy: true,
riding: true,
item_use: Some(Verb::Eat),
..on_block(Facts::default(), true, None)
};
assert!(resolve(&facts, &PadSettings::default()).right.is_empty());
}
#[test]
fn movement_follows_what_the_player_is_doing() {
let settings = PadSettings::default();
let first_two = |f: Facts| {
let left = resolve(&f, &settings).left;
captions(&left).into_iter().take(2).collect::<Vec<_>>()
};
assert_eq!(
first_two(Facts {
flying: true,
may_fly: true,
..Facts::default()
}),
[
"horizon.controller.guide.fly_up",
"horizon.controller.guide.fly_down"
]
);
assert_eq!(
first_two(Facts {
in_water: true,
..Facts::default()
}),
[
"horizon.controller.guide.swim_up",
"horizon.controller.guide.swim_down"
]
);
// In the air, only a glider or creative flight makes a jump do anything.
assert_eq!(first_two(Facts::default()), ["key.sneak", "key.inventory"]);
assert_eq!(
first_two(Facts {
can_glide: true,
..Facts::default()
})[0],
"horizon.controller.guide.glide"
);
assert_eq!(
first_two(Facts {
sneak_latched: true,
on_ground: true,
..Facts::default()
})[1],
"horizon.controller.guide.stand"
);
// A boat can't jump; a saddled horse can; both dismount.
assert_eq!(
first_two(Facts {
riding: true,
on_ground: true,
..Facts::default()
})[0],
"horizon.controller.guide.dismount"
);
assert_eq!(
first_two(Facts {
riding: true,
vehicle_jumps: true,
..Facts::default()
}),
["key.jump", "horizon.controller.guide.dismount"]
);
// Gliding: neither jump nor sneak does anything.
assert_eq!(
first_two(Facts {
gliding: true,
..Facts::default()
}),
["key.inventory"]
);
}
#[test]
fn a_spectator_only_flies_opens_spectates_and_has_its_menu() {
let facts = Facts {
spectator: true,
flying: true,
may_fly: true,
main_hand_item: true,
target: Target::Entity {
attackable: true,
takes: None,
},
..Facts::default()
};
let guide = resolve(&facts, &PadSettings::default());
assert_eq!(
captions(&guide.right),
[
"horizon.controller.guide.spectate",
"horizon.controller.guide.spectator_menu"
]
);
assert_eq!(
captions(&guide.left),
[
"horizon.controller.guide.fly_up",
"horizon.controller.guide.fly_down"
]
);
}
#[test]
fn rows_stack_from_their_corner() {
let mut taken = Vec::new();
let left = place_column([200.0, 200.0], true, &[50.0, 30.0], &mut taken);
assert_eq!(left[0], Some([2.0, 2.0, 50.0, 11.0]));
assert_eq!(left[1], Some([2.0, 14.0, 30.0, 11.0]));
let right = place_column([200.0, 200.0], false, &[40.0], &mut taken);
assert_eq!(right[0], Some([158.0, 2.0, 40.0, 11.0]));
}
#[test]
fn a_row_goes_under_what_it_would_overlap() {
// The effect icons in the top right corner.
let mut taken = vec![[150.0, 1.0, 50.0, 24.0]];
let right = place_column([200.0, 200.0], false, &[40.0, 40.0], &mut taken);
assert_eq!(right[0], Some([158.0, 26.0, 40.0, 11.0]));
assert_eq!(right[1], Some([158.0, 38.0, 40.0, 11.0]));
}
#[test]
fn the_columns_of_a_narrow_view_never_overlap_and_late_rows_drop() {
// One quarter of a small window, a boss bar across its top: the rows have 31..67 left.
let view = [160.0, 90.0];
let bar = [0.0, 12.0, 160.0, 19.0];
let mut taken = vec![bar];
let right = place_column(view, false, &[90.0, 90.0, 90.0], &mut taken);
let left = place_column(view, true, &[90.0; 6], &mut taken);
let placed: Vec<Rect> = right.iter().chain(&left).flatten().copied().collect();
for (i, a) in placed.iter().enumerate() {
assert!(a[1] + a[3] <= 67.5 && a[0] >= 0.0 && a[0] + a[2] <= 160.0);
assert!(!overlap(a, &bar));
for b in &placed[i + 1..] {
assert!(!overlap(a, b), "{a:?} overlaps {b:?}");
}
}
// Three rows' worth of room, and the right column came first.
assert_eq!(right.iter().flatten().count(), 3);
assert_eq!(left.iter().flatten().count(), 0);
}
#[test]
fn rows_stack_up_from_a_bottom_corner_and_drop_above_its_quarter() {
let view = [200.0, 100.0];
let mut taken = vec![[0.0, 80.0, 60.0, 5.0]];
let left = place_column_up(view, true, &[50.0, 50.0], &mut taken);
assert_eq!(left[0], Some([2.0, 87.0, 50.0, 11.0]));
// Over the panel at 80 would be 68, under the lower quarter's 75.
assert_eq!(left[1], None);
let right = place_column_up(view, false, &[40.0], &mut taken);
assert_eq!(right[0], Some([158.0, 87.0, 40.0, 11.0]));
}
fn short(rows: &[Row]) -> Vec<&str> {
rows.iter()
.map(|r| r.caption.rsplit('.').next().unwrap_or(""))
.collect()
}
#[test]
fn an_inventorys_face_buttons_go_right_and_the_rest_left() {
let on = |under, carrying| {
resolve_menu(&MenuFacts {
under,
carrying,
..MenuFacts::default()
})
};
let slot = |item, same, result| Under::Slot {
item,
same,
result,
accepts: true,
};
let close_only = ["close"];
let empty: [&str; 0] = [];
for quiet in [Under::Nothing, slot(false, false, false)] {
let guide = on(quiet, false);
assert_eq!(short(&guide.right), close_only);
assert_eq!(short(&guide.left), empty);
}
let item = on(slot(true, false, false), false);
assert_eq!(
short(&item.right),
["close", "take", "take_half", "quick_move"]
);
assert_eq!(short(&item.left), ["drop", "drop_stack"]);
assert_eq!(
short(&on(slot(false, false, false), true).right),
["close", "put", "put_one"]
);
assert_eq!(
short(&on(slot(true, false, false), true).right),
["close", "swap_stack", "put_one"]
);
assert_eq!(
short(&on(slot(true, true, false), true).right),
["close", "put", "put_one"]
);
assert_eq!(
short(&on(slot(true, false, true), false).right),
["close", "take", "quick_move"]
);
let recipe = on(
Under::Recipe {
direct_craft: true,
alternatives: true,
},
false,
);
assert_eq!(
short(&recipe.right),
["close", "place_recipe", "place_recipe_all", "alternatives"]
);
assert_eq!(recipe.left.len(), 1);
assert_eq!(recipe.left[0].with, Some(Button::LeftTrigger));
assert_eq!(recipe.left[0].button, Button::South);
let plain = on(
Under::Recipe {
direct_craft: false,
alternatives: false,
},
false,
);
assert_eq!(
short(&plain.right),
["close", "place_recipe", "place_recipe_all"]
);
assert!(plain.left.is_empty());
}
#[test]
fn an_inventorys_screen_rows_follow_its_book_and_tabs() {
let left = |book, tabs| {
resolve_menu(&MenuFacts {
book,
tabs,
..MenuFacts::default()
})
.left
};
assert!(left(false, false).is_empty());
assert_eq!(short(&left(true, false)), ["pages", "categories"]);
assert_eq!(short(&left(false, true)), ["tabs"]);
}
#[test]
fn a_row_wider_than_the_view_is_dropped() {
let mut taken = Vec::new();
assert_eq!(
place_column([50.0, 200.0], true, &[60.0, 20.0], &mut taken),
[None, Some([2.0, 2.0, 20.0, 11.0])]
);
}
}
#[cfg(test)]
mod detail_tests {
use super::*;
fn rows() -> Guide {
Guide {
left: vec![Row::new(Button::South, "left")],
right: vec![Row::new(Button::East, "right")],
}
}
#[test]
fn full_keeps_both_columns() {
let guide = rows().at_detail(GuideDetail::Full);
assert_eq!((guide.left.len(), guide.right.len()), (1, 1));
}
#[test]
fn basic_keeps_the_right_column() {
let guide = rows().at_detail(GuideDetail::Basic);
assert_eq!((guide.left.len(), guide.right.len()), (0, 1));
}
#[test]
fn off_keeps_nothing() {
let guide = rows().at_detail(GuideDetail::Off);
assert_eq!((guide.left.len(), guide.right.len()), (0, 0));
}
#[test]
fn a_file_saved_with_the_old_switch_keeps_its_meaning() {
assert_eq!(GuideDetail::parse("true"), GuideDetail::Full);
assert_eq!(GuideDetail::parse("false"), GuideDetail::Off);
assert_eq!(GuideDetail::parse("basic"), GuideDetail::Basic);
}
}
#[cfg(test)]
mod slot_tests {
use super::*;
/// The rows for the slot: South or West, whichever column they're in.
fn rows(item: bool, same: bool, result: bool, accepts: bool, carrying: bool) -> usize {
let guide = resolve_menu(&MenuFacts {
under: Under::Slot {
item,
same,
result,
accepts,
},
carrying,
..MenuFacts::default()
});
[guide.left, guide.right]
.iter()
.flatten()
.filter(|row| matches!(row.button, Button::South | Button::West))
.count()
}
#[test]
fn a_slot_that_refuses_the_carried_stack_offers_nothing() {
assert_eq!(rows(false, false, false, false, true), 0);
assert_eq!(rows(true, true, false, false, true), 0);
assert!(rows(false, false, false, true, true) > 0);
}
#[test]
fn a_result_is_taken_only_into_empty_hands_or_the_same_stack() {
assert!(rows(true, false, true, true, false) > 0);
assert!(rows(true, true, true, true, true) > 0);
assert_eq!(rows(true, false, true, true, true), 0);
}
}
+1
View File
@@ -6,6 +6,7 @@
pub mod actions;
pub mod clipboard;
pub mod gamepad;
pub mod gameplay_guide;
pub mod held;
pub mod input;
pub mod interaction_input;
+38 -31
View File
@@ -393,38 +393,17 @@ impl FullscreenState {
let reapply = self.set_exclusive(exclusive);
self.set_preferred_mode(preferred);
let mode_change = !in_video_screen && self.take_mode_change();
if wanted && window.is_maximized() {
window.set_maximized(false);
window.set_fullscreen(Some(fullscreen_request(
match request {
Some(false) => window.set_fullscreen(None),
Some(true) => enter_fullscreen(
window,
exclusive,
preferred.as_ref(),
)));
} else {
match request {
Some(false) => window.set_fullscreen(None),
Some(true) => {
if window.is_maximized() {
window.set_maximized(false);
}
window.set_fullscreen(Some(fullscreen_request(
window,
exclusive,
preferred.as_ref(),
)));
}
None if reapply || mode_change => {
if window.is_maximized() {
window.set_maximized(false);
}
window.set_fullscreen(Some(fullscreen_request(
window,
exclusive,
preferred.as_ref(),
)));
}
None => {}
}
fullscreen_request(window, exclusive, preferred.as_ref()),
),
None if reapply || mode_change => enter_fullscreen(
window,
fullscreen_request(window, exclusive, preferred.as_ref()),
),
None => {}
}
}
@@ -602,6 +581,34 @@ fn monitor_current_mode(
.max_by_key(|m| (m.refresh_rate_millihertz(), m.bit_depth()))
}
/// `window.set_fullscreen(Some(fullscreen))`. On Windows a maximized window leaves its maximized
/// state first: winit keeps a maximized window's client area inside the work area, so a
/// borderless fullscreen kept the taskbar over its bottom and pushed its top off screen (#9984).
pub fn enter_fullscreen(window: &winit::window::Window, fullscreen: winit::window::Fullscreen) {
#[cfg(target_os = "windows")]
if window.is_maximized() {
window.set_maximized(false);
}
window.set_fullscreen(Some(fullscreen));
}
/// Borderless fullscreen on the window's own monitor (the primary one when it has none).
pub fn borderless_fullscreen(window: &winit::window::Window) -> winit::window::Fullscreen {
winit::window::Fullscreen::Borderless(
window
.current_monitor()
.or_else(|| window.primary_monitor()),
)
}
/// A window created fullscreen that the system also marked maximized enters it again
/// unmaximized ([`enter_fullscreen`]); only Windows does that.
pub fn settle_created_fullscreen(window: &winit::window::Window, fullscreen: bool) {
if cfg!(target_os = "windows") && fullscreen && window.is_maximized() {
enter_fullscreen(window, borderless_fullscreen(window));
}
}
/// `Window.applyFullscreen`: the fullscreen the window asks for. Exclusive fullscreen takes
/// `Monitor.getPreferredVideoMode` (the preferred mode if the monitor has it, else the desktop
/// mode); a monitor with no usable mode falls back to borderless, as vanilla does.
+13 -5
View File
@@ -6,7 +6,7 @@ autotests = false
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.90"
rust-version.workspace = true
description = "Reusable client systems, control tool and parity probes"
[lib]
@@ -42,7 +42,8 @@ horizon-chat-filter = { path = "../horizon-chat-filter" }
horizon-shaders = { path = "../horizon-shaders" }
# Horizon's own shader packs: the format, the stages and the check (docs/shaders.md).
horizon-shader-api = { path = "../horizon-shader-api" }
horizon-friends = { path = "../horizon-friends" }
# Play with Friends: invite codes and their tunnel; the `friends` feature.
horizon-friends = { path = "../horizon-friends", optional = true }
# The narrator (GameNarrator): text-to-speech of chat, system messages and screens.
horizon-narrator = { path = "../horizon-narrator" }
# Horizon mods: sandboxed WebAssembly components, off unless installed and turned on (docs/mods.md).
@@ -73,9 +74,10 @@ mio = { version = "1.2.4", features = ["os-poll", "net"] }
xxhash-rust = { version = "0.8.19", features = ["xxh3"] }
horizon-theme = { path = "../horizon-theme" }
# Opt-in data collection: the game keeps, the launcher sends (docs/telemetry.md); `live` is
# the anonymous "I'm playing" ping the game sends itself (`heartbeat.rs`).
horizon-telemetry = { path = "../horizon-telemetry", default-features = false, features = ["live"] }
# the anonymous "I'm playing" ping the game sends itself (`heartbeat.rs`), the `heartbeat` feature.
horizon-telemetry = { path = "../horizon-telemetry", default-features = false }
horizon-bench = { path = "../horizon-bench" }
crc32fast = "1"
zip = { version = "9.1.3", default-features = false, features = ["deflate"] }
# Controllers (evdev + libudev on Linux, IOKit on macOS, Windows.Gaming.Input); the `controllers` feature.
gilrs = { version = "0.11", optional = true }
@@ -112,12 +114,18 @@ objc2-foundation = { version = "0.3", default-features = false, features = ["std
wgpu = { version = "30.0.1", default-features = false, features = ["gles"] }
[features]
default = ["audio", "controllers"]
default = ["audio", "controllers", "discord", "friends", "heartbeat"]
# Sound output. Without it (and `controllers`) the program links neither libasound nor libudev on
# Linux: the server build (`--no-default-features`, released as horizon-engine; docs/server.md).
audio = ["horizon-client-render/audio"]
# Controllers: gilrs, and the DualSense's own output. Without it only `horizon-ctl pad`'s virtual pad.
controllers = ["dep:gilrs", "dep:horizon-dualsense", "horizon-client-input/controllers"]
# "Playing Horizon" on the player's Discord profile (`discord_presence`).
discord = []
# Play with Friends, joining side (`net.rs`): without it no invite code joins.
friends = ["dep:horizon-friends"]
# The anonymous "I'm playing" ping (`heartbeat.rs`, docs/telemetry.md).
heartbeat = ["horizon-telemetry/live"]
# Records the call sites of mob random draws (`mob_ai_probe` traces).
rng-trace = ["horizon-core/rng-trace"]
# Compatibility with earlier experiment commands: main already uses mimalloc.
+2 -2
View File
@@ -3,7 +3,7 @@ name = "horizon-client-render"
version = "0.1.0"
edition.workspace = true
license.workspace = true
rust-version = "1.90"
rust-version.workspace = true
description = "The client's world data, rendering and screens: chunks, meshing, light, streaming, the renderer, the HUD, menus and settings; no gameplay"
[dependencies]
@@ -26,7 +26,7 @@ horizon-optifine = { path = "../horizon-optifine" }
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-telemetry = { path = "../horizon-telemetry", default-features = false }
horizon-theme = { path = "../horizon-theme" }
horizon-threads = { path = "../horizon-threads" }
horizon-world = { path = "../horizon-world" }
@@ -0,0 +1,55 @@
//! Headless production brewing-fuel component fixture.
use horizon_client_render::{
brewing::{Brewing, BrewingStand, brewing_fuel},
providers::Providers,
};
use horizon_items::{
item_data::decode_components,
items::{ItemStack, Items},
};
use horizon_world::loot::PackOverlay;
use std::{
io::{BufRead, Write},
path::Path,
};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let args: Vec<_> = std::env::args().collect();
let root = Path::new(&args[1]);
let items = Items::catalog(root, &PackOverlay::NONE)?;
let providers = Providers::load(root);
let brewing = Brewing {
recipes: vec![],
reagents: Default::default(),
inputs: Default::default(),
};
let mut out = std::io::BufWriter::new(std::fs::File::create(&args[3])?);
for line in std::io::BufReader::new(std::fs::File::open(&args[2])?).lines() {
let input: serde_json::Value = serde_json::from_str(&line?)?;
let mut stack = ItemStack::new(
input["item"].as_str().unwrap(),
input["count"].as_u64().unwrap() as u32,
);
let components = horizon_client_core::scoreboard::json_to_tag(&input["components"]);
let (_, extra) = decode_components(Some(&components));
stack.extra = extra;
let accepted = brewing_fuel(&items, &stack).is_some();
let mut stand = BrewingStand::new();
// A newly constructed vanilla block entity has no saved total yet.
stand.total_fuel = 0;
stand.items[4] = Some(stack);
for _ in 0..2 {
stand.tick(&brewing, &items, &providers);
writeln!(
out,
"{} {} {} {} {}",
accepted,
stand.fuel,
stand.total_fuel,
stand.speed.to_bits(),
stand.items[4].as_ref().map_or(0, |s| s.count)
)?;
}
}
Ok(())
}
@@ -66,6 +66,8 @@ fn fixture(window: Arc<Window>) -> Result<(), Box<dyn std::error::Error>> {
false,
false,
true,
false,
false,
))?;
assert!(!renderer.pack_entity_shadows(), "no selected pack");
renderer.set_shader_pack(0, None, &[]).unwrap();
@@ -224,6 +224,8 @@ fn replay(window: Arc<Window>) -> Result<(), Box<dyn std::error::Error>> {
settings.translucent_batching,
false,
false,
false,
false,
))?;
drop(pixels);
render.pixels.pack();
@@ -243,6 +245,7 @@ fn replay(window: Arc<Window>) -> Result<(), Box<dyn std::error::Error>> {
settings.fxaa,
settings.taa,
settings.upscale,
0.85,
);
let mut notes = Vec::new();
let mut note = |what: &str, result: horizon_client_render::Result<()>| {
@@ -126,6 +126,8 @@ fn fixture(window: Arc<Window>) -> Result<(), Box<dyn std::error::Error>> {
false,
false,
true,
false,
false,
))?;
renderer.resize(320, 180);
assert!(
@@ -348,6 +350,7 @@ fn fixture_frame(hud: &HudBatch) -> Frame<'_> {
skybox: false,
end_sky: false,
end_sky_sprite: None,
boss_world_fog: false,
environment_fog: None,
water_fog: [0.0; 3],
fog: None,
+335 -17
View File
@@ -47,6 +47,53 @@ struct Channel {
world: u32,
/// The sound file it started and when, to tell another player's copy of it.
started: Option<(String, std::time::Instant)>,
/// Its sound event plays clearly through a mod's muffle (`Audio::muffle`).
unmuffled: bool,
}
/// The cutoff of the muffle's low-pass at full strength: the world heard through ringing ears.
const MUFFLED_CUTOFF: f32 = 300.0;
/// The cutoff it sweeps down from as its strength rises.
const OPEN_CUTOFF: f32 = 20_000.0;
/// How long the muffle takes to glide to a new level: a game tick's step (50 ms) would click.
const MUFFLE_GLIDE: f32 = 0.02;
/// A mod's muffle (`Audio::muffle`) in the mixer: the other sounds are mixed apart, low-passed by
/// two one-pole stages and turned down, then added to the sounds it leaves clear. While it is off
/// (never set, or faded out) the sounds mix straight into the output, as without it.
#[derive(Default)]
struct Muffle {
/// `[amount, lowpass]`, each 0 to 1, as the game's tick last set them.
target: [f32; 2],
/// Where the output is now, gliding to `target`.
current: [f32; 2],
/// The low-pass stages' state for the left and right output channels.
stages: [[f32; 2]; 2],
/// The muffled sounds of one buffer, reused.
bus: Vec<f32>,
}
impl Muffle {
fn active(&self) -> bool {
self.target != [0.0; 2] || self.current.iter().any(|v| *v > 1e-4)
}
/// Adds `bus` (the muffled sounds) to `data`, low-passed and turned down.
fn apply(&mut self, bus: &[f32], data: &mut [f32], channels: usize, rate: u32) {
let rate = rate as f32;
let glide = 1.0 - (-1.0 / (MUFFLE_GLIDE * rate)).exp();
for (frame, muffled) in data.chunks_mut(channels).zip(bus.chunks(channels)) {
for (current, target) in self.current.iter_mut().zip(self.target) {
*current += (target - *current) * glide;
}
let [amount, lowpass] = self.current;
let gain = 1.0 - amount;
let cutoff = OPEN_CUTOFF * (MUFFLED_CUTOFF / OPEN_CUTOFF).powf(lowpass);
let a = 1.0 - (-std::f32::consts::TAU * cutoff / rate).exp();
for ((out, s), stage) in frame.iter_mut().zip(muffled).zip(&mut self.stages) {
stage[0] += (s - stage[0]) * a;
stage[1] += (stage[0] - stage[1]) * a;
// Dry at no strength, so a muffle that only turns sounds down leaves them as they were.
*out += (s + (stage[1] - s) * lowpass) * gain;
}
}
}
}
#[derive(Default)]
struct Mixer {
@@ -65,6 +112,8 @@ struct Mixer {
cameras: Vec<([f64; 3], Basis, u32)>,
/// Per-source gain/pan/step cache for one buffer, reused across callbacks.
voices: Vec<(ChannelId, [f32; 3], f64)>,
/// A mod's muffle of the sounds it does not exempt.
muffle: Muffle,
limiter_peak: f32,
/// The output device the stream was opened on (`Library.currentDeviceName`).
#[cfg(feature = "audio")]
@@ -100,6 +149,21 @@ pub struct Heard {
pub range: f32,
pub looping: bool,
}
/// A mod's muffle (`Audio::muffle`): its full strength, and the ticks it fades over and has left.
#[derive(Clone, Copy, Debug, PartialEq)]
struct MuffleFade {
amount: f32,
lowpass: f32,
ticks: u32,
left: u32,
}
impl MuffleFade {
/// `[amount, lowpass]` now: full when set, falling in a straight line to none.
fn level(&self) -> [f32; 2] {
let left = self.left as f32 / self.ticks as f32;
[self.amount * left, self.lowpass * left]
}
}
/// The mixer side of the engine (`Backend`).
pub struct MixerBackend {
mixer: Arc<Mutex<Mixer>>,
@@ -247,6 +311,8 @@ pub struct Audio {
pub stopped: std::collections::BTreeMap<String, u32>,
/// The volume sliders' `SoundPreviewHandler`.
preview: crate::sound_preview::SoundPreview,
/// A mod's muffle fading out (`muffle`), advanced by `tick`.
muffle: Option<MuffleFade>,
/// `SoundEngine.lastSeenDevices`: the system default output last seen.
#[cfg(feature = "audio")]
default_seen: Option<String>,
@@ -261,6 +327,40 @@ pub struct Audio {
/// Ticks since the output devices were last looked at (`DeviceTracker.tick`).
#[cfg(feature = "audio")]
device_ticks: u32,
/// The look at the output devices running on its own thread, until a tick
/// takes its answer: listing them can take 100 ms (#11490).
#[cfg(feature = "audio")]
device_probe: Option<PendingProbe>,
}
/// What one look at the output devices found: the system default, the
/// fingerprint, and the device list when those say it may have changed.
#[cfg(feature = "audio")]
struct DeviceProbe {
default: Option<String>,
cards: Option<String>,
devices: Option<Vec<String>>,
}
#[cfg(feature = "audio")]
type PendingProbe = Arc<Mutex<Option<DeviceProbe>>>;
/// Looks at the output devices as `should_change_device` did on the render
/// thread: the device list only when the default or the fingerprint moved.
#[cfg(feature = "audio")]
fn probe_devices(default_seen: Option<String>, cards_seen: Option<String>) -> DeviceProbe {
let default = default_output_name();
let cards = card_fingerprint();
// Listing the devices probes every one (on Linux every built-in PCM,
// printing ALSA's errors for the plugins this system lacks; on macOS
// every Core Audio device, about 90 ms with twenty of them; on Windows
// every endpoint, with no fingerprint to skip it); only the fingerprint's
// devices can change the list, and it is cheap.
let devices = (default != default_seen
|| cards_changed(cards_seen.as_deref(), cards.as_deref()))
.then(output_devices);
DeviceProbe {
default,
cards,
devices,
}
}
fn decode(path: &Path) -> Option<(Vec<f32>, u32, u16)> {
use symphonia::core::{
@@ -405,6 +505,7 @@ impl Backend for MixerBackend {
owner: self.owner,
world: self.world,
started: None,
unmuffled: false,
},
);
Some(id)
@@ -432,6 +533,9 @@ impl Backend for MixerBackend {
fn set_relative(&mut self, channel: ChannelId, relative: bool) {
self.with(channel, |c| c.relative = relative);
}
fn set_unmuffled(&mut self, channel: ChannelId, unmuffled: bool) {
self.with(channel, |c| c.unmuffled = unmuffled);
}
/// `getCompleteBuffer` (cached, else decoded on the decoder thread) or
/// `getStream` (decoded on a thread of its own), then attach and
/// `alSourcePlay`. A sound that cannot load leaves its source initial,
@@ -668,6 +772,13 @@ fn mix(mixer: &mut Mixer, data: &mut [f32], channels: usize, rate: u32) {
let step = f64::from(*source_rate) / f64::from(rate) * f64::from(c.pitch.max(0.0));
voices.push((*id, [left, right, gain], step));
}
// A mod's muffle: the sounds it doesn't exempt mix into a bus of their own first.
let muffling = mixer.muffle.active();
let mut bus = std::mem::take(&mut mixer.muffle.bus);
if muffling {
bus.clear();
bus.resize(data.len(), 0.0);
}
for (id, [left, right, gain], step) in voices.iter().copied() {
let Some(c) = mixer.channels.get_mut(&id) else {
continue;
@@ -677,7 +788,12 @@ fn mix(mixer: &mut Mixer, data: &mut [f32], channels: usize, rate: u32) {
};
let source_channels = source_channels as usize;
let frames = samples.len() / source_channels;
for frame in data.chunks_mut(channels) {
let out: &mut [f32] = if muffling && !c.unmuffled {
&mut bus
} else {
&mut *data
};
for frame in out.chunks_mut(channels) {
let mut i = c.position as usize;
if i + 1 >= frames {
if c.looping && frames > 1 {
@@ -712,6 +828,14 @@ fn mix(mixer: &mut Mixer, data: &mut [f32], channels: usize, rate: u32) {
}
}
mixer.voices = voices;
if muffling {
mixer.muffle.apply(&bus, data, channels, rate);
} else {
// Off: the next muffle starts from silence, not from the last one's filter.
mixer.muffle.current = [0.0; 2];
mixer.muffle.stages = [[0.0; 2]; 2];
}
mixer.muffle.bus = bus;
// Limit the whole buffer together, preserving waveform and stereo balance
// instead of flattening each overloaded sample; release over 200 ms
// (OpenAL Soft's output limiter, `ALC_OUTPUT_LIMITER_SOFT`, releases
@@ -1037,12 +1161,13 @@ impl Audio {
listener: [0.0; 3],
listener_yaw: 0.0,
master: 1.0,
random: LegacyRandom::new(crate::sound_engine::unique_seed()),
random: crate::random_source::create(),
source_override: None,
capture: None,
heard: Default::default(),
stopped: Default::default(),
preview: Default::default(),
muffle: None,
#[cfg(feature = "audio")]
default_seen: if live { default_output_name() } else { None },
#[cfg(feature = "audio")]
@@ -1051,6 +1176,8 @@ impl Audio {
devices_seen: devices,
#[cfg(feature = "audio")]
device_ticks: 0,
#[cfg(feature = "audio")]
device_probe: None,
}
}
#[cfg(not(feature = "audio"))]
@@ -1196,12 +1323,13 @@ impl Audio {
listener: [0.0; 3],
listener_yaw: 0.0,
master: self.master,
random: LegacyRandom::new(crate::sound_engine::unique_seed()),
random: crate::random_source::create(),
source_override: None,
capture: None,
heard: Default::default(),
stopped: Default::default(),
preview: Default::default(),
muffle: None,
// The device belongs to the first player's output, which looks after it.
#[cfg(feature = "audio")]
default_seen: self.default_seen.clone(),
@@ -1211,6 +1339,8 @@ impl Audio {
devices_seen: self.devices_seen.clone(),
#[cfg(feature = "audio")]
device_ticks: 0,
#[cfg(feature = "audio")]
device_probe: None,
}
}
/// Sync the volume options, refreshing the categories that changed
@@ -1232,7 +1362,8 @@ impl Audio {
/// `SoundEngine.shouldChangeDevice`: the open device was lost, the system
/// default changed (with no device chosen in the options), or the chosen
/// device came back; the output is then opened again. The devices are looked
/// at once a second.
/// at once a second, on a thread of their own: a later tick reads what it
/// found.
#[cfg(feature = "audio")]
fn should_change_device(&mut self) -> bool {
// A splitscreen share plays through the first player's output: it leaves the device,
@@ -1246,29 +1377,54 @@ impl Audio {
};
if lost {
log::info!("Horizon: audio device was lost");
self.device_probe = None;
self.default_seen = default_output_name();
self.cards_seen = card_fingerprint();
self.devices_seen = output_devices();
return true;
}
if let Some(pending) = &self.device_probe {
let Some(probe) = pending.lock().ok().and_then(|mut found| found.take()) else {
return false;
};
self.device_probe = None;
return self.devices_changed(probe, current);
}
self.device_ticks += 1;
if self._stream.is_none() || self.device_ticks < 20 {
return false;
}
self.device_ticks = 0;
let default = default_output_name();
let cards = card_fingerprint();
// Listing the devices probes every one (on Linux every built-in PCM,
// printing ALSA's errors for the plugins this system lacks; on macOS
// every Core Audio device, about 90 ms with twenty of them); only the
// fingerprint's devices can change the list, and it is cheap.
if default == self.default_seen
&& !cards_changed(self.cards_seen.as_deref(), cards.as_deref())
{
return false;
let pending = PendingProbe::default();
let out = Arc::clone(&pending);
let seen = (self.default_seen.clone(), self.cards_seen.clone());
let started = std::thread::Builder::new()
.name("audio-devices".into())
.spawn(move || {
let probe = probe_devices(seen.0, seen.1);
if let Ok(mut found) = out.lock() {
*found = Some(probe);
}
});
match started {
Ok(_) => self.device_probe = Some(pending),
Err(e) => log::warn!("Horizon: could not look at the audio devices: {e}"),
}
false
}
/// The rest of `shouldChangeDevice` with what a look at the devices found,
/// `current` being the device playing now.
#[cfg(feature = "audio")]
fn devices_changed(&mut self, probe: DeviceProbe, current: String) -> bool {
let DeviceProbe {
default,
cards,
devices,
} = probe;
let Some(devices) = devices else {
return false;
};
self.cards_seen = cards;
let devices = output_devices();
// Only a change in the device lists is looked at, as in vanilla: a
// preferred device that is listed but cannot open is not retried.
if default == self.default_seen && devices == self.devices_seen {
@@ -1306,6 +1462,50 @@ impl Audio {
}
self.sync_volumes();
self.engine.tick(paused, ctx, &mut self.backend);
// A paused game holds a mod's muffle where it is, as it holds the sounds.
if !paused && let Some(fade) = &mut self.muffle {
fade.left = fade.left.saturating_sub(1);
let level = fade.level();
if fade.left == 0 {
self.muffle = None;
self.engine.set_unmuffled(Vec::new(), &mut self.backend);
}
self.set_muffle_level(level);
}
}
/// A mod's muffle (`native_muffle_sounds`): `amount` (0 to 1) of every sound's volume taken
/// away and `lowpass` (0 to 1) dulling it, from untouched to a 300 Hz low-pass, fading in a
/// straight line to none over `ticks` client ticks; the sound events in `exempt` (namespaced,
/// `mymod:ear.ringing`) play clearly through it, those already playing too. It replaces any
/// muffle in place; `ticks` 0 or no strength ends it. The output's, so in splitscreen every
/// player hears it. False for an amount or strength outside 0 to 1.
pub fn muffle(&mut self, amount: f32, lowpass: f32, ticks: u32, exempt: &[&str]) -> bool {
if !(0.0..=1.0).contains(&amount) || !(0.0..=1.0).contains(&lowpass) {
return false;
}
let on = ticks > 0 && (amount > 0.0 || lowpass > 0.0);
let exempt = if on {
exempt
.iter()
.map(|e| crate::sound_events::normalize(e))
.collect()
} else {
Vec::new()
};
self.engine.set_unmuffled(exempt, &mut self.backend);
self.muffle = on.then_some(MuffleFade {
amount,
lowpass,
ticks,
left: ticks,
});
self.set_muffle_level(self.muffle.map_or([0.0; 2], |fade| fade.level()));
true
}
fn set_muffle_level(&mut self, level: [f32; 2]) {
if let Ok(mut m) = self.backend.mixer.lock() {
m.muffle.target = level;
}
}
/// The `uiSoundReserve` extra: positional sounds leave
/// `sound_engine::HEARD_RESERVE` static channels free (off: vanilla's pool).
@@ -1418,7 +1618,7 @@ impl Audio {
"minecraft:ui.button.click",
1.0,
0.25,
SoundEngine::unseeded(),
crate::random_source::create(),
),
false,
);
@@ -1560,7 +1760,7 @@ impl Audio {
f64::from(pos[2]) + 0.5,
];
let event = crate::sound_events::normalize(event);
let instance = SoundInstance::for_jukebox_song(&event, at, SoundEngine::unseeded());
let instance = SoundInstance::for_jukebox_song(&event, at, crate::random_source::create());
self.play_instance(instance, true).0
}
/// Stop and drop a held instance.
@@ -1771,6 +1971,7 @@ mod tests {
owner: 0,
world: 0,
started: None,
unmuffled: false,
}
}
@@ -2191,6 +2392,123 @@ mod tests {
assert_eq!(data, [0.5; 2]);
}
/// One second of a `hz` sine at 48 kHz, amplitude 0.3 (looped, it repeats seamlessly).
fn sine(hz: f32) -> Vec<f32> {
(0..48_000)
.map(|i| 0.3 * (std::f32::consts::TAU * hz * i as f32 / 48_000.0).sin())
.collect()
}
fn rms(data: &[f32]) -> f32 {
(data.iter().map(|s| s * s).sum::<f32>() / data.len() as f32).sqrt()
}
/// `seconds` of the mixer's stereo output, in the 10 ms buffers an output stream asks for.
fn listen(m: &mut Mixer, seconds: f32) -> Vec<f32> {
let mut out = Vec::new();
let mut buffer = [0.0; 960];
for _ in 0..(seconds * 100.0).round() as usize {
mix(m, &mut buffer, 2, 48_000);
out.extend_from_slice(&buffer);
}
out
}
#[test]
fn a_muffle_dulls_and_quietens_every_sound_but_the_exempt_ones() {
// A looping tone heard through a muffle of `[amount, lowpass]`, once it has settled.
let heard = |hz: f32, muffle: [f32; 2], unmuffled: bool| {
let mut m = Mixer::default();
let mut c = channel(sine(hz), None, [0.0, 0.0, 2.0], true);
c.unmuffled = unmuffled;
m.channels.insert(1, c);
m.muffle.target = muffle;
listen(&mut m, 0.2);
listen(&mut m, 0.2)
};
let plain = |hz: f32| rms(&heard(hz, [0.0; 2], false));
// Fully low-passed, a 6 kHz whine all but goes and a 100 Hz hum keeps most of its level.
assert!(rms(&heard(6000.0, [0.0, 1.0], false)) < plain(6000.0) * 0.05);
assert!(rms(&heard(100.0, [0.0, 1.0], false)) > plain(100.0) * 0.8);
// Half the volume taken and no low-pass: half the level, the tone itself untouched.
let ducked = rms(&heard(6000.0, [0.5, 0.0], false)) / plain(6000.0);
assert!((ducked - 0.5).abs() < 1e-3, "{ducked}");
// An exempt sound plays through as if there were no muffle, sample for sample.
assert_eq!(
heard(6000.0, [0.5, 1.0], true),
heard(6000.0, [0.0; 2], false)
);
}
#[test]
fn a_faded_muffle_leaves_the_sound_as_it_was() {
let mixer = || {
let mut m = Mixer::default();
m.channels
.insert(1, channel(sine(3000.0), None, [2.0, 0.0, 1.0], true));
m
};
let (mut muffled, mut plain) = (mixer(), mixer());
muffled.muffle.target = [0.7, 1.0];
assert_ne!(listen(&mut muffled, 0.1), listen(&mut plain, 0.1));
muffled.muffle.target = [0.0; 2];
listen(&mut muffled, 0.5);
listen(&mut plain, 0.5);
assert_eq!(listen(&mut muffled, 0.1), listen(&mut plain, 0.1));
}
#[test]
fn a_mods_muffle_fades_with_the_game_ticks_and_spares_its_exempt_sounds() {
let mut audio = Audio::silent(Path::new("/nonexistent/horizon-test-assets"));
audio.engine.registry.add_file(
"minecraft",
br#"{"ambient.cave":{"sounds":["ambient/cave/cave1"]}}"#,
&|_, _| true,
);
audio.engine.registry.add_file(
"hztest",
br#"{"ear.ringing":{"sounds":["ear/ringing"]}}"#,
&|_, _| true,
);
// The engine makes its channels; with no output, none loads a file.
audio.engine.loaded = true;
let marks = |audio: &Audio| {
let m = audio.backend.mixer.lock().unwrap();
let mut marks: Vec<_> = m
.channels
.iter()
.map(|(&id, c)| (id, c.unmuffled))
.collect();
marks.sort();
marks
};
let level = |audio: &Audio| audio.backend.mixer.lock().unwrap().muffle.target;
let close =
|a: [f32; 2], b: [f32; 2]| (a[0] - b[0]).abs() < 1e-6 && (a[1] - b[1]).abs() < 1e-6;
// Two sounds already playing, and one exempt sound started under the muffle.
audio.play("ambient.cave", None, 1.0, 1.0);
audio.play("hztest:ear.ringing", None, 1.0, 1.0);
assert!(audio.muffle(0.8, 1.0, 4, &["hztest:ear.ringing"]));
audio.play("hztest:ear.ringing", None, 1.0, 1.0);
assert_eq!(marks(&audio), [(1, false), (2, true), (3, true)]);
assert!(close(level(&audio), [0.8, 1.0]));
let ticks = TickContext::default();
audio.tick(false, &ticks);
assert!(close(level(&audio), [0.6, 0.75]), "{:?}", level(&audio));
// A paused game holds it.
audio.tick(true, &ticks);
assert!(close(level(&audio), [0.6, 0.75]), "{:?}", level(&audio));
for _ in 0..3 {
audio.tick(false, &ticks);
}
assert_eq!(level(&audio), [0.0; 2]);
// Over: its exemptions go with it.
assert_eq!(marks(&audio), [(1, false), (2, false), (3, false)]);
// Out of range changes nothing.
assert!(!audio.muffle(1.5, 0.0, 10, &[]));
assert_eq!(level(&audio), [0.0; 2]);
}
#[test]
fn output_devices_are_looked_at_again_only_when_the_cards_change() {
// No fingerprint (not Linux, or the cards could not be read): the list
@@ -77,6 +77,9 @@ pub struct BlockEntities {
/// The fluid tanks of mod blocks' block entities, by block state id;
/// built with `states`, like the containers.
mod_fluids: FxHashMap<u32, Arc<ModFluidTanks>>,
/// State-aware native factory ownership. Shared across level snapshots;
/// an empty slice means the declarations have not yet been compiled.
stateful_entities: Arc<[bool]>,
/// The energy buffers of mod blocks' block entities, by block state id;
/// built with `states`, like the containers.
mod_energy: FxHashMap<u32, Arc<ModEnergyBuffer>>,
@@ -209,6 +212,21 @@ impl BlockEntities {
pub fn mod_fluids(&self, state: u32) -> Option<&Arc<ModFluidTanks>> {
self.mod_fluids.get(&state)
}
pub fn set_stateful_entities(&mut self, states: Vec<bool>) {
self.stateful_entities = states.into();
}
pub fn has_stateful_entity_table(&self) -> bool {
!self.stateful_entities.is_empty()
}
pub fn stateful_entities(&self) -> Arc<[bool]> {
self.stateful_entities.clone()
}
pub fn stateful_entity(&self, state: u32) -> bool {
self.stateful_entities
.get(state as usize)
.copied()
.unwrap_or(false)
}
pub fn set_mod_energy(&mut self, energy: FxHashMap<u32, Arc<ModEnergyBuffer>>) {
self.mod_energy = energy;
}
@@ -538,6 +556,11 @@ impl BlockEntities {
});
Arc::clone(&self.tickers)
}
/// How many block entities tick (`Level.blockEntityTickers`, the slots still live), as of
/// the last [`Self::tickers`]: what a diagnostics mod counts.
pub fn ticking_len(&self) -> usize {
self.live.len()
}
/// Whether a slot from `tickers` still ticks.
pub fn is_live(&self, (pos, slot): (Pos, u32)) -> bool {
self.live.get(&pos) == Some(&slot) && self.map.contains_key(&pos)
@@ -3,8 +3,9 @@
//! decorated pots, conduits, enchanting-table and lectern books and copper
//! golem statues, End portals and End gateways. Models are vanilla's baked `LayerDefinitions` layers
//! (`entity-models.json`); transforms, animation and textures follow each
//! vanilla renderer. Faces are lit like the `entity` shader: the lightmap at
//! the block plus `minecraft_mix_light` with the level's two diffuse lights.
//! vanilla renderer. Faces carry their tint and world normal: the entity
//! shader (and a shader pack) applies `minecraft_mix_light` from the normal, as
//! vanilla's does.
use crate::{
Result,
bidi::visual,
@@ -128,6 +129,14 @@ fn pack_color(rgb: u32, alpha: u32, brightness: f32) -> u32 {
let c = |shift: u32| (((rgb >> shift) & 255) as f32 * brightness) as u32;
alpha << 24 | c(0) << 16 | c(8) << 8 | c(16)
}
/// A world normal as `Vertex::normal` holds it: RGBA8_SNORM, `w` positive so
/// the entity shader and a shader pack both shade by it. Block-entity models
/// carry no normals of their own (vanilla computes each face's from its
/// polygon, then `minecraft_mix_light` uses it in the shader).
fn pack_normal(normal: Vec3) -> [i8; 4] {
let c = |v: f32| (v.clamp(-1.0, 1.0) * 127.0).round() as i8;
[c(normal.x), c(normal.y), c(normal.z), 127]
}
/// Everything a draw call needs besides the geometry.
#[derive(Clone, Copy)]
@@ -165,6 +174,7 @@ pub fn draw_part(
light,
lights,
glow,
..
} = paint;
for poly in &part.polygons {
let pos = poly.map(|v| m.transform_point3(Vec3::new(v[0], v[1], v[2]) / 16.0));
@@ -177,11 +187,21 @@ pub fn draw_part(
} else {
normal
};
let color = pack_color(tint, 255, diffuse(normal, lights));
// The colour is the tint alone when the caller shades by the level's
// lights: the entity shader applies `minecraft_mix_light` from the
// normal, as vanilla does, so a shader pack receives the unshaded
// colour Iris gives it (a baked shade would be applied a second time
// by the pack's lighting). Other lights (an item preview's
// `Lighting.Entry`) are not the shader's to know, so those stay baked
// into the colour, as before.
let baked = !(lights == diffuse_lights(false) || lights == diffuse_lights(true));
let brightness = if baked { diffuse(normal, lights) } else { 1.0 };
let color = pack_color(tint, 255, brightness);
let normal = if baked { [0; 4] } else { pack_normal(normal) };
for (r, light) in std::iter::once((r, light)).chain(glow.map(|g| (g, FULL_BRIGHT))) {
for (v, position) in poly.iter().zip(pos) {
out.push(Vertex {
normal: [0; 4],
normal,
pos: position.to_array(),
uv: [r.u0 + (r.u1 - r.u0) * v[3], r.v0 + (r.v1 - r.v0) * v[4]],
layer: 0,
@@ -653,15 +673,16 @@ fn sign_text_calls(
let line_height = data.line_height();
let midpoint = (4.0 * line_height / 2.0).floor();
let dark = 0xFF00_0000 | text.dark_color();
let (color, outline, light) = if text.glowing {
let (color, outline, light, tier) = if text.glowing {
let c = text.text_color();
(
0xFF00_0000 | c,
if c == 0 || near { dark } else { 0 },
240 | 240 << 8,
crate::mesher::LOW,
)
} else {
(dark, 0, vertex_light(packed))
(dark, 0, vertex_light(packed), 0)
};
let advance = |c: char| (scene.glyph)(c).advance;
let mut calls: Vec<TextCall> = Vec::with_capacity(text.lines.len());
@@ -693,6 +714,7 @@ fn sign_text_calls(
color: run,
outline,
light,
tier,
}),
}
pen += span.text.chars().map(advance).sum::<f32>();
@@ -707,6 +729,7 @@ fn sign_text_calls(
color,
outline,
light,
tier,
});
}
}
@@ -761,7 +784,7 @@ pub fn text_vertices(glyph: &dyn Fn(char) -> Glyph, call: &TextCall, out: &mut V
.transform_point3(Vec3::new(cx, cy, z))
.to_array(),
uv,
layer: 0,
layer: u32::from(call.tier) << 16,
color: c,
light: call.light,
@@ -830,6 +853,9 @@ pub struct TextCall {
pub outline: u32,
/// Horizon packed light (sky*16 | block*16 << 8).
pub light: u32,
/// HDR emission tier of its glyphs (`mesher::hdr_tier`), 0 for none: glowing sign text
/// shines in HDR output and in shader packs (`horizonTier`), as full-bright text does in SDR.
pub tier: u8,
}
/// Inputs from the game for one frame of block-entity rendering.
@@ -3774,6 +3800,105 @@ mod tests {
// Straight down: ambient only.
assert!((diffuse(-Vec3::Y, lights) - 0.4).abs() < 1e-6);
}
/// A face's colour carries its tint alone and its normal carries the
/// shading: the entity shader applies `minecraft_mix_light` from it, as a
/// shader pack's lighting does, so a baked shade would be applied twice.
#[test]
fn a_face_keeps_its_tint_and_normal_for_the_shader_to_shade() {
let quad = |y: f32, z0: f32, z1: f32| {
[
[0.0, y, z0, 0.0, 0.0],
[0.0, y, z1, 0.0, 1.0],
[16.0, y, z1, 1.0, 1.0],
[16.0, y, z0, 1.0, 0.0],
]
};
// Opposite windings: the first faces up, the second down.
let part = ModelPart {
pose: [0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0],
polygons: vec![quad(0.0, 0.0, 16.0), quad(16.0, 16.0, 0.0)],
children: vec![],
};
let mut out = Vec::new();
draw_part(
&part,
"root",
Mat4::IDENTITY,
&|_, _| {},
Paint {
sprite: Rect {
u0: 0.0,
v0: 0.0,
u1: 1.0,
v1: 1.0,
w: 16,
h: 16,
},
tint: 0x123456,
light: 0,
lights: diffuse_lights(false),
glow: None,
},
&mut out,
);
assert_eq!(out.len(), 8);
// The same tint on both faces: no directional shade baked in (`pack_color`
// stores the tint in the vertex colour's BGR byte order).
let tint = pack_color(0x12_3456, 255, 1.0);
assert!(out.iter().all(|v| v.color == tint));
let (up, down) = (&out[0], &out[4]);
assert_eq!(up.normal, [0, 127, 0, 127]);
assert_eq!(down.normal, [0, -127, 0, 127]);
// The shader still gets the difference the old baked colours held.
let lights = diffuse_lights(false);
let up_normal = Vec3::new(0.0, f32::from(up.normal[1]) / 127.0, 0.0);
let down_normal = Vec3::new(0.0, f32::from(down.normal[1]) / 127.0, 0.0);
assert!(diffuse(up_normal, lights) > diffuse(down_normal, lights));
}
/// Lights the entity shader does not know (an item preview's
/// `Lighting.Entry`) stay baked into the colour, and `normal.w` 0 tells
/// the shader to keep it: `game/item_draw` passes those for block-entity
/// items in inventories and hands.
#[test]
fn lights_other_than_the_levels_stay_baked() {
let part = ModelPart {
pose: [0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0],
polygons: vec![[
[0.0, 0.0, 0.0, 0.0, 0.0],
[0.0, 0.0, 16.0, 0.0, 1.0],
[16.0, 0.0, 16.0, 1.0, 1.0],
[16.0, 0.0, 0.0, 1.0, 0.0],
]],
children: vec![],
};
let lights = (Vec3::X, Vec3::Z);
let mut out = Vec::new();
draw_part(
&part,
"root",
Mat4::IDENTITY,
&|_, _| {},
Paint {
sprite: Rect {
u0: 0.0,
v0: 0.0,
u1: 1.0,
v1: 1.0,
w: 16,
h: 16,
},
tint: 0x12_3456,
light: 0,
lights,
glow: None,
},
&mut out,
);
let baked = pack_color(0x12_3456, 255, diffuse(Vec3::Y, lights));
assert!(out.iter().all(|v| v.color == baked));
assert!(out.iter().all(|v| v.normal == [0; 4]));
assert_ne!(baked, pack_color(0x12_3456, 255, 1.0));
}
#[test]
fn part_poses_compose_like_model_part() {
let part = ModelPart {
@@ -3917,6 +4042,7 @@ mod tests {
color: 0xFFFF_FF00,
outline: 0xFF33_3300,
light: 240 | 240 << 8,
tier: 0,
};
let mut out = Vec::new();
draw_text(&scene, &call, &mut out);
@@ -3990,6 +4116,7 @@ mod tests {
color: 0xFF00_0000,
outline: 0,
light: 240 | 240 << 8,
tier: 0,
};
let mut out = Vec::new();
draw_text(&scene, &call, &mut out);
@@ -993,7 +993,9 @@ fn cached_closed_chests_match_the_direct_model_and_rebuild_when_opening() {
scene.nether = true;
let nether_closed = render_cached(&scene);
assert_same_vertices(&nether_closed, &render_direct(&renderer, &scene, &blocks));
assert_vertices_differ(&closed_again, &nether_closed);
// The nether is the entity shader's flag now (`entity_light`'s `l1` and
// `globals.time.y`), not a baked colour, so the cached geometry serves both.
assert_same_vertices(&closed_again, &nether_closed);
}
#[test]
+7 -7
View File
@@ -114,12 +114,8 @@ mod tests {
ambient_occlusion: true,
particle: None,
cube: None,
faces: vec![BakedFace {
layer: 0,
opaque: true,
translucent: false,
fusion: None,
quad: ModelQuad {
faces: vec![BakedFace::new(
ModelQuad {
positions: [
[0.0, 0.5, 0.0],
[0.0, 0.5, 1.0],
@@ -142,7 +138,11 @@ mod tests {
render_type: None,
shade: true,
},
}],
0,
true,
false,
None,
)],
}
}
#[test]
+58 -1
View File
@@ -387,8 +387,21 @@ impl BrewingStand {
out.brewed = true;
}
}
/// The `minecraft:brewing_fuel` providers of an item: (uses, speed_multiplier).
/// `ItemStack.get(BREWING_FUEL)`: the stack's providers (uses, speed_multiplier),
/// respecting component patches before falling back to the item's defaults.
pub fn brewing_fuel(items: &Items, stack: &ItemStack) -> Option<(Value, Value)> {
if let Some(data) = stack.data() {
if data.other("!minecraft:brewing_fuel").is_some() {
return None;
}
if let Some(own) = data.other("minecraft:brewing_fuel") {
let component = horizon_client_core::scoreboard::tag_to_json(own);
return Some((
component["uses"].clone(),
component["speed_multiplier"].clone(),
));
}
}
items.get(&stack.item).and_then(|i| i.brewing_fuel.clone())
}
@@ -396,6 +409,50 @@ pub fn brewing_fuel(items: &Items, stack: &ItemStack) -> Option<(Value, Value)>
mod tests {
use super::*;
#[test]
fn stack_fuel_controls_brew_duration_and_consumption() {
let items = Items::for_tests(Default::default());
let brewing = Brewing {
reagents: ["minecraft:nether_wart".to_owned()].into_iter().collect(),
inputs: HashSet::new(),
recipes: vec![BrewingRecipe {
id: "awkward".into(),
input: PotionIngredient {
items: ["minecraft:potion".to_owned()].into_iter().collect(),
potions: Some(["minecraft:water".to_owned()].into_iter().collect()),
},
reagent: PotionIngredient {
items: ["minecraft:nether_wart".to_owned()].into_iter().collect(),
potions: None,
},
output: ItemStack::new("minecraft:potion", 1).with_potion("minecraft:awkward"),
}],
};
let mut fuel = ItemStack::new("minecraft:stone", 2);
fuel.data_mut().set_loot_component(
"minecraft:brewing_fuel",
&serde_json::json!({"uses": 7, "speed_multiplier": 2.5}),
);
let mut stand = BrewingStand::new();
stand.items[0] = Some(ItemStack::new("minecraft:potion", 1).with_potion("minecraft:water"));
stand.items[3] = Some(ItemStack::new("minecraft:nether_wart", 1));
stand.items[4] = Some(fuel);
let providers = Providers::empty();
stand.tick(&brewing, &items, &providers);
assert_eq!((stand.brew_time, stand.fuel, stand.total_fuel), (160, 6, 7));
assert_eq!(stand.items[4].as_ref().unwrap().count, 1);
for _ in 1..160 {
assert!(!stand.tick(&brewing, &items, &providers).brewed);
}
assert!(stand.tick(&brewing, &items, &providers).brewed);
assert_eq!(
stand.items[0].as_ref().unwrap().potion(),
Some("minecraft:awkward")
);
assert_eq!(stand.fuel, 6);
assert_eq!(stand.items[4].as_ref().unwrap().count, 1);
}
#[test]
fn potion_colours_and_names() {
// Swiftness: speed colour 3402751 = 0x33EBFF.
+90 -4
View File
@@ -1188,11 +1188,27 @@ impl SuggestLayout {
};
}
/// A suggestion accepted by Tab or a click (`SuggestionsList.useSuggestion`).
#[derive(Debug, PartialEq, Eq)]
pub struct SuggestionCompletion {
/// The suggestion list's original input, also when cycling with Tab.
pub original: String,
/// The replaced range in `original`, as Java UTF-16 start/end offsets.
pub range: (usize, usize),
pub text: String,
/// The resulting input, after the text field's length limit.
pub input: String,
}
/// The open chat screen: vanilla's `ChatScreen` with its `EditBox` and
/// `CommandSuggestions` (argument colouring, usage lines, parse errors,
/// the suggestion list, Tab completion, history).
pub struct ChatScreen {
pub input: TextField,
/// `ChatScreen.isDraft`: the box opened with the draft saved last time and
/// has not been edited since. A draft draws grey italic, and the first
/// Backspace clears the whole box instead of one character.
is_draft: bool,
width: i32,
height: i32,
history_buffer: String,
@@ -1207,6 +1223,7 @@ pub struct ChatScreen {
/// the command up to the cursor.
request: Option<(i32, String)>,
suggestions: Option<SuggestionList>,
completion: Option<SuggestionCompletion>,
usage: Vec<Text>,
usage_position: i32,
usage_width: i32,
@@ -1300,11 +1317,13 @@ fn truncate_utf16(s: &str, max_units: usize) -> String {
s.to_owned()
}
impl ChatScreen {
/// `ChatScreen.init`: the input at the bottom, focused, holding `initial`.
/// `ChatScreen.init`: the input at the bottom, focused, holding `initial`,
/// which is a draft when `is_draft` (`ChatComponent.createScreen`).
pub fn new(
m: &Measure,
c: &Commands,
initial: &str,
is_draft: bool,
history_len: usize,
width: i32,
height: i32,
@@ -1317,6 +1336,7 @@ impl ChatScreen {
input.set_value(m, initial);
let mut s = Self {
input,
is_draft,
width,
height,
history_buffer: String::new(),
@@ -1326,6 +1346,7 @@ impl ChatScreen {
awaiting: None,
request: None,
suggestions: None,
completion: None,
usage: Vec::new(),
usage_position: 0,
usage_width: 0,
@@ -1353,6 +1374,7 @@ impl ChatScreen {
input.set_value(m, command);
let mut s = Self {
input,
is_draft: false,
width,
height,
history_buffer: String::new(),
@@ -1362,6 +1384,7 @@ impl ChatScreen {
awaiting: None,
request: None,
suggestions: None,
completion: None,
usage: Vec::new(),
usage_position: 0,
usage_width: 0,
@@ -1377,12 +1400,18 @@ impl ChatScreen {
pub fn value(&self) -> &str {
&self.input.value
}
/// Take the most recently accepted suggestion, at most once. Call after
/// each key or click to observe every acceptance, including Tab cycling.
pub fn take_suggestion_completion(&mut self) -> Option<SuggestionCompletion> {
self.completion.take()
}
/// Replace the input for a suggest-command link and refresh completions.
pub fn suggest_command(&mut self, m: &Measure, c: &Commands, command: &str) {
self.input.set_value(m, command);
self.edited(m, c);
}
/// `ChatScreen.resize`: a new screen with the current text.
/// `ChatScreen.resize`: a new screen with the current text, still a draft
/// while it has not been edited (`ChatScreen.resize` keeps the field).
pub fn resize(&mut self, m: &Measure, c: &Commands, width: i32, height: i32) {
if (width, height) != (self.width, self.height) {
let value = self.input.value.clone();
@@ -1390,7 +1419,16 @@ impl ChatScreen {
let abilities = self.abilities;
let message = std::mem::take(&mut self.input.message);
*self = if self.layout == SuggestLayout::CHAT {
Self::new(m, c, &value, self.history_pos, width, height, abilities)
Self::new(
m,
c,
&value,
self.is_draft,
self.history_pos,
width,
height,
abilities,
)
} else {
Self::command_block(m, c, &value, width, height)
};
@@ -1402,6 +1440,7 @@ impl ChatScreen {
fn edited(&mut self, m: &Measure, c: &Commands) {
self.allow_suggestions = true;
self.update_command_info(m, c);
self.is_draft = false;
}
/// Ctrl+A/C/V/X in the input box.
pub fn shortcut(
@@ -1415,6 +1454,24 @@ impl ChatScreen {
self.edited(m, c);
}
}
/// Edit the existing input and refresh its command responder when it changes.
pub fn edit_input(&mut self, m: &Measure, c: &Commands, f: impl FnOnce(&mut TextField)) {
let before = (
self.input.value.clone(),
self.input.cursor,
self.input.highlight,
);
f(&mut self.input);
if before
!= (
self.input.value.clone(),
self.input.cursor,
self.input.highlight,
)
{
self.edited(m, c);
}
}
/// Typed text (`charTyped` per character).
pub fn type_text(&mut self, m: &Measure, c: &Commands, text: &str) {
for ch in text.chars() {
@@ -1714,6 +1771,17 @@ impl ChatScreen {
self.select(l, l.current as isize);
self.keep_suggestions = false;
l.tab_cycles = true;
let units = |byte: usize| {
l.original[..byte.min(l.original.len())]
.encode_utf16()
.count()
};
self.completion = Some(SuggestionCompletion {
original: l.original.clone(),
range: (units(s.range.0), units(s.range.1)),
text: s.text,
input: self.input.value.clone(),
});
}
/// `ChatScreen.keyPressed`.
pub fn key(
@@ -1729,6 +1797,14 @@ impl ChatScreen {
if self.suggestions_key(m, c, key, shift) {
return ChatAction::None;
}
// ChatScreen.keyPressed: while the box holds an unedited draft, the
// first Backspace clears all of it rather than one character.
if self.is_draft && key == K::Backspace {
self.input.set_value(m, "");
self.is_draft = false;
self.edited(m, c);
return ChatAction::None;
}
match key {
K::Escape => return ChatAction::Close,
K::Enter | K::NumpadEnter => {
@@ -1862,8 +1938,13 @@ impl ChatScreen {
l.offset = ((l.offset as f64 - amount.clamp(-1.0, 1.0)) as i32).clamp(0, max) as usize;
true
}
/// `CommandSuggestions.formatText`: argument colours over the input.
/// `CommandSuggestions.formatText`: argument colours over the input. The
/// draft formatter (`ChatScreen.formatChat`) is registered before this one
/// and wins while the draft is unedited: the whole text is grey italic.
fn format(&self, value: &str, offset: usize) -> Text {
if self.is_draft {
return Text::literal(value).with_color(text::GRAY).italic();
}
let gray = Style::color(text::GRAY);
let Some(parse) = &self.parse else {
return Text::literal(value);
@@ -1990,6 +2071,11 @@ impl ChatScreen {
for i in 0..limit {
let y = ry + 12 * i as i32;
d::fill(out, rx, y, rx + rw, y + 12, self.layout.fill);
// A row for the pad: nothing else can pick a suggestion without Tab.
crate::widgets::target_as(
[rx as f32, y as f32, rw as f32, 12.0],
crate::widgets::Kind::Row,
);
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);
+193 -7
View File
@@ -7,6 +7,85 @@ fn full() -> ChatAbilities {
ChatAbilities::new(ChatVisibility::Full)
}
#[test]
fn accepted_suggestions_report_utf16_ranges_and_tab_cycles() {
use winit::keyboard::KeyCode as K;
let font = font();
let m = Measure(&font);
let registries = Registries {
players: vec!["Steve".into(), "Steven".into()],
..Registries::default()
};
let c = Commands {
dispatcher: crate::command::vanilla::game_dispatcher(),
registries: &registries,
};
let mut screen = ChatScreen::new(&m, &c, "", false, 0, 640, 360, full());
screen.type_text(&m, &c, "😀 hi st");
assert!(screen.take_suggestion_completion().is_none());
screen.key(&m, &c, &[], K::Tab, false, false);
assert!(
screen.take_suggestion_completion().is_none(),
"opening is not accepting"
);
for (shift, text) in [(false, "Steve"), (false, "Steven"), (true, "Steve")] {
screen.key(&m, &c, &[], K::Tab, shift, false);
assert_eq!(screen.value(), format!("😀 hi {text}"));
assert_eq!(
screen.take_suggestion_completion(),
Some(SuggestionCompletion {
original: "😀 hi st".into(),
range: (6, 8),
text: text.into(),
input: format!("😀 hi {text}"),
})
);
assert!(
screen.take_suggestion_completion().is_none(),
"reported once"
);
}
screen.key(&m, &c, &[], K::ArrowDown, false, false);
assert!(
screen.take_suggestion_completion().is_none(),
"selection is not accepting"
);
screen.key(&m, &c, &[], K::Escape, false, false);
assert!(screen.take_suggestion_completion().is_none());
}
#[test]
fn clicked_suggestion_reports_the_actual_length_limited_input() {
use winit::keyboard::KeyCode as K;
let font = font();
let m = Measure(&font);
let registries = Registries {
players: vec!["Steve".into()],
..Registries::default()
};
let c = Commands {
dispatcher: crate::command::vanilla::game_dispatcher(),
registries: &registries,
};
let mut screen = ChatScreen::new(&m, &c, "", false, 0, 640, 360, full());
screen.input.max_length = 6;
screen.type_text(&m, &c, "hi st");
screen.key(&m, &c, &[], K::Tab, false, false);
let [x, y, _, _] = screen.suggestions.as_ref().unwrap().rect;
assert!(screen.click(&m, &c, f64::from(x + 1), f64::from(y + 1)));
assert_eq!(screen.value(), "hi Ste");
assert_eq!(
screen.take_suggestion_completion(),
Some(SuggestionCompletion {
original: "hi st".into(),
range: (3, 5),
text: "Steve".into(),
input: "hi Ste".into(),
})
);
assert!(screen.take_suggestion_completion().is_none());
}
fn font() -> Font {
// The missing-glyph metrics let these tests run without game assets.
Font::load(
@@ -201,7 +280,7 @@ fn locate_coordinates_fill_chat_with_teleport_without_submitting() {
assert_eq!(link.component()["click_event"]["command"], expected);
let mut chat = Chat::default();
add(&mut chat, &font, Text::literal("Found at ").append(link));
let mut screen = ChatScreen::new(&m, &commands, "draft", 0, 640, 360, full());
let mut screen = ChatScreen::new(&m, &commands, "draft", false, 0, 640, 360, full());
let x = 4.0 + f64::from(font.width("Found at "));
assert!(!screen.click(&m, &commands, x, 315.0));
let Some(ClickEvent::SuggestCommand(command)) = chat.click_at(&font, 360, x, 315.0) else {
@@ -242,6 +321,7 @@ fn history_arrows_recall_messages_and_restore_the_draft() {
&m,
&commands,
"unfinished draft",
false,
history.len(),
640,
360,
@@ -263,6 +343,93 @@ fn history_arrows_recall_messages_and_restore_the_draft() {
}
}
/// `ChatScreen.isDraft`: the box opens on the draft kept from last time
/// (`ChatComponent.createScreen` passes `true`, which `ChatScreen.init`
/// stores), so the text draws grey italic through `ChatScreen.formatChat`
/// and the first Backspace clears the whole draft instead of one character.
/// Editing the draft (`onEdited`) ends both.
#[test]
fn a_restored_draft_is_grey_italic_and_one_backspace_clears_it() {
use winit::keyboard::KeyCode::Backspace;
let font = font();
let m = Measure(&font);
let registries = Registries::default();
let c = Commands {
dispatcher: crate::command::vanilla::game_dispatcher(),
registries: &registries,
};
// The input's own text as the game draws it: x 4, y height - 12.
let input_text = |screen: &mut ChatScreen| -> Text {
screen
.draw(&m, (0, 0), 0, i32::MIN)
.into_iter()
.find_map(|draw| match draw {
Draw::Text {
text, x: 4, y: 348, ..
} => Some(text),
_ => None,
})
.expect("the input draws its text")
};
let draft_style = |t: &Text| {
t.spans
.iter()
.all(|s| s.style.color == Some(text::GRAY) && s.style.is_italic())
};
let mut screen = ChatScreen::new(&m, &c, "half-written", true, 0, 640, 360, full());
assert_eq!(screen.value(), "half-written");
assert!(
draft_style(&input_text(&mut screen)),
"the restored draft draws grey italic"
);
// Typing into the draft (`onEdited`) ends the draft style, and Backspace
// eats one character again.
screen.type_text(&m, &c, "!");
assert_eq!(screen.value(), "half-written!");
let typed = input_text(&mut screen);
assert!(
!typed.spans.iter().any(|s| s.style.is_italic()),
"an edited draft is not grey italic"
);
assert_eq!(
screen.key(&m, &c, &[], Backspace, false, false),
ChatAction::None
);
assert_eq!(screen.value(), "half-written");
// A draft left alone clears whole on its first Backspace.
let mut screen = ChatScreen::new(&m, &c, "half-written", true, 0, 640, 360, full());
assert_eq!(
screen.key(&m, &c, &[], Backspace, false, false),
ChatAction::None
);
assert_eq!(screen.value(), "", "the first Backspace clears the draft");
// The flag is gone with it: typing is ordinary text, and Backspace eats
// one character.
screen.type_text(&m, &c, "hi");
assert_eq!(screen.value(), "hi");
let typed = input_text(&mut screen);
assert!(!typed.spans.iter().any(|s| s.style.is_italic()));
assert_eq!(
screen.key(&m, &c, &[], Backspace, false, false),
ChatAction::None
);
assert_eq!(screen.value(), "h");
// A box opened on ordinary text deletes one character at a time.
let mut screen = ChatScreen::new(&m, &c, "half-written", false, 0, 640, 360, full());
assert!(!draft_style(&input_text(&mut screen)));
assert_eq!(
screen.key(&m, &c, &[], Backspace, false, false),
ChatAction::None
);
assert_eq!(screen.value(), "half-writte");
// A command draft is grey italic as a whole: `formatChat` is registered
// before `CommandSuggestions.formatText`, so it wins over the argument
// colours.
let mut screen = ChatScreen::new(&m, &c, "/give @s stone", true, 0, 640, 360, full());
assert!(draft_style(&input_text(&mut screen)));
}
#[test]
fn mod_commands_are_coloured_and_complete_like_vanilla_ones() {
let font = font();
@@ -283,7 +450,7 @@ fn mod_commands_are_coloured_and_complete_like_vanilla_ones() {
dispatcher,
registries: &registries,
};
let mut screen = ChatScreen::new(&m, &c, "", 0, 640, 360, full());
let mut screen = ChatScreen::new(&m, &c, "", false, 0, 640, 360, full());
screen.type_text(&m, &c, line);
screen
};
@@ -333,7 +500,7 @@ fn chat_completes_the_servers_custom_completions_with_the_players() {
dispatcher,
registries,
};
let mut screen = ChatScreen::new(&m, &c, "", 0, 640, 360, full());
let mut screen = ChatScreen::new(&m, &c, "", false, 0, 640, 360, full());
screen.type_text(&m, &c, line);
// Chat shows no list by itself: Tab shows it, Tab again uses it.
for _ in 0..2 {
@@ -381,7 +548,7 @@ fn ask_server_nodes_wait_for_the_servers_completions() {
let tab = |screen: &mut ChatScreen| {
screen.key(&m, &c, &[], winit::keyboard::KeyCode::Tab, false, false);
};
let mut screen = ChatScreen::new(&m, &c, "", 0, 640, 360, full());
let mut screen = ChatScreen::new(&m, &c, "", false, 0, 640, 360, full());
screen.type_text(&m, &c, "/bossbar get pt");
let (request, sent) = screen.take_request().expect("the server is asked");
assert_eq!(sent, "/bossbar get pt");
@@ -395,15 +562,25 @@ fn ask_server_nodes_wait_for_the_servers_completions() {
tab(&mut screen);
assert_eq!(screen.value(), "/bossbar get pt");
screen.server_suggestions(&m, &c, request, (13, 2), reply("pt6:check"));
assert!(screen.take_suggestion_completion().is_none());
tab(&mut screen);
assert_eq!(screen.value(), "/bossbar get pt6:check");
assert_eq!(
screen.take_suggestion_completion(),
Some(SuggestionCompletion {
original: "/bossbar get pt".into(),
range: (13, 15),
text: "pt6:check".into(),
input: "/bossbar get pt6:check".into(),
})
);
// Without the server's provider the local list is done at once.
let local = crate::command::vanilla::game_dispatcher();
let c = Commands {
dispatcher: local,
registries: &registries,
};
let mut screen = ChatScreen::new(&m, &c, "", 0, 640, 360, full());
let mut screen = ChatScreen::new(&m, &c, "", false, 0, 640, 360, full());
screen.type_text(&m, &c, "/bossbar get pt");
assert_eq!(screen.take_request(), None);
}
@@ -473,7 +650,7 @@ fn the_chat_option_decides_what_may_be_sent() {
assert_eq!(abilities.allows("hi"), chat, "{visibility:?}");
assert_eq!(abilities.allows("/time set day"), command, "{visibility:?}");
for (line, allowed) in [("hi", chat), ("/time set day", command)] {
let mut screen = ChatScreen::new(&m, &c, "", 0, 640, 360, abilities);
let mut screen = ChatScreen::new(&m, &c, "", false, 0, 640, 360, abilities);
screen.type_text(&m, &c, line);
match enter(&mut screen) {
ChatAction::Submit(sent) => {
@@ -499,7 +676,16 @@ fn restricted_input_says_why_it_will_not_send() {
registries: &registries,
};
let usage = |visibility, line: &str| {
let mut screen = ChatScreen::new(&m, &c, "", 0, 640, 360, ChatAbilities::new(visibility));
let mut screen = ChatScreen::new(
&m,
&c,
"",
false,
0,
640,
360,
ChatAbilities::new(visibility),
);
screen.type_text(&m, &c, line);
screen.usage.iter().map(|t| t.plain()).collect::<Vec<_>>()
};
@@ -620,6 +620,14 @@ impl Chunk {
entities: Vec::new(),
}
}
/// The original `structures.starts`, including starts with unknown pieces.
pub fn saved_structure_starts(&self) -> Option<&horizon_world::nbt::Compound> {
let structures = self.saved.as_ref()?.root.get(&"structures".into())?;
match structures.get("starts")? {
horizon_world::nbt::Tag::Compound(starts) => Some(starts),
_ => None,
}
}
/// The minimum block Y of the column.
#[inline]
pub fn min_y(&self) -> i32 {
@@ -11,7 +11,7 @@ use horizon_world::{
use std::{
collections::HashMap,
sync::{
Arc,
Arc, Mutex, OnceLock, PoisonError,
atomic::{AtomicU64, Ordering},
},
};
@@ -59,6 +59,9 @@ pub enum BlockEntity {
CreakingHeart(Box<CreakingHeart>),
/// `BannerBlockEntity`: the pattern layers.
Banner(Banner),
/// `CopperGolemStatueBlockEntity`: its own components, which hold the
/// custom name of the golem it was (`createStatue`).
CopperGolemStatue(Compound),
/// `CrafterBlockEntity`.
Crafter(Crafter),
/// `SpawnerBlockEntity` (`crate::mobs::spawner`).
@@ -108,6 +111,9 @@ pub enum BlockEntity {
pub struct ModBlockEntity {
fields: ModBlockEntityFields,
revision: ModRevision,
// A client update can consume transient effects without changing saved
// fields. Most entities never use this; do not allocate their queue.
client_update_fields: OnceLock<Mutex<Compound>>,
}
/// What a `ModBlockEntity` holds: its type id (`mymod:machine`), its saved
/// compound without `id`, `x`, `y`, `z` and `Items`, its item slots
@@ -138,11 +144,55 @@ impl ModBlockEntity {
born: MOD_BLOCK_ENTITIES_MADE.fetch_add(1, Ordering::Relaxed),
changes: 0,
},
client_update_fields: OnceLock::new(),
}
}
pub fn revision(&self) -> ModRevision {
self.revision
}
/// Replace the owner's pending, one-shot client update fields. These
/// fields are not saved, cloned, compared or retained for drawing, and
/// changing them does not change this entity's revision. The owner must
/// explicitly take and merge them into its update tag. Calling this does
/// not schedule a block update.
///
/// An empty batch clears a pending batch without allocating an idle queue.
pub fn set_client_update_fields(&mut self, fields: Compound) {
if fields.is_empty() {
self.clear_client_update_fields();
return;
}
*self
.client_update_fields
.get_or_init(|| Mutex::new(Compound::new()))
.lock()
.unwrap_or_else(PoisonError::into_inner) = fields;
}
/// Discard the owner's pending client update fields, without changing
/// saved data, revision or a queue that has never been used.
pub fn clear_client_update_fields(&mut self) {
if let Some(fields) = self.client_update_fields.get() {
fields
.lock()
.unwrap_or_else(PoisonError::into_inner)
.clear();
}
}
/// Atomically take the owner's pending fields at update-tag construction.
/// A loaded chunk and a block change use this same boundary. Construct a
/// tag once, then send that tag to every recipient; another construction
/// sees an empty batch. A save or a clone does not consume this batch.
///
/// This is safe for an update-tag hook receiving only a shared reference,
/// including a saved chunk encoded by a worker thread. If a previous lock
/// holder panicked, preserve its pending data instead of dropping it.
pub fn take_client_update_fields(&self) -> Compound {
self.client_update_fields
.get()
.map_or_else(Compound::new, |fields| {
std::mem::take(&mut *fields.lock().unwrap_or_else(PoisonError::into_inner))
})
}
/// A client's copy loads the tag the server sent (`loadWithComponents`
/// in `ClientPacketListener.handleBlockEntityData`): `tag`'s fields
/// replace its own of the same names. One it already has as sent is
@@ -706,6 +756,85 @@ pub struct CommandBlock {
mod tests {
use super::*;
#[test]
fn transient_client_update_fields_are_lazy_replaceable_and_drained_once() {
let mut machine = ModBlockEntity::new(ModBlockEntityFields {
id: "test:machine".into(),
nbt: Compound::from([("progress".into(), Tag::Int(7))]),
..Default::default()
});
let revision = machine.revision();
let saved = machine.fields.clone();
let debug = format!("{machine:?}");
machine.clear_client_update_fields();
machine.set_client_update_fields(Compound::new());
assert!(machine.take_client_update_fields().is_empty());
assert!(machine.client_update_fields.get().is_none());
machine.set_client_update_fields(Compound::from([("discarded".into(), Tag::Int(1))]));
let expected = Compound::from([("effects".into(), Tag::List(vec![Tag::Int(2)]))]);
machine.set_client_update_fields(expected.clone());
assert_eq!(machine.take_client_update_fields(), expected);
assert!(machine.take_client_update_fields().is_empty());
machine.set_client_update_fields(expected.clone());
let copy = machine.clone();
assert_eq!(machine, copy, "transient fields are not retained contents");
assert_ne!(machine.revision(), copy.revision());
assert!(copy.client_update_fields.get().is_none());
assert!(copy.take_client_update_fields().is_empty());
assert_eq!(machine.take_client_update_fields(), expected);
machine.set_client_update_fields(expected);
machine.clear_client_update_fields();
assert!(machine.take_client_update_fields().is_empty());
assert_eq!(machine.fields, saved);
assert_eq!(machine.revision(), revision);
assert_eq!(format!("{machine:?}"), debug);
}
#[test]
fn concurrent_client_update_constructions_consume_one_batch() {
let mut machine = ModBlockEntity::default();
let expected = Compound::from([("effects".into(), Tag::Int(23))]);
machine.set_client_update_fields(expected.clone());
let received = std::thread::scope(|scope| {
let handles = (0..16)
.map(|_| scope.spawn(|| machine.take_client_update_fields()))
.collect::<Vec<_>>();
handles
.into_iter()
.map(|h| h.join().unwrap())
.collect::<Vec<_>>()
});
let nonempty = received
.into_iter()
.filter(|c| !c.is_empty())
.collect::<Vec<_>>();
assert_eq!(nonempty, [expected]);
}
#[test]
fn a_poisoned_client_update_lock_preserves_its_pending_batch() {
let mut machine = ModBlockEntity::default();
let expected = Compound::from([("effects".into(), Tag::Int(23))]);
machine.set_client_update_fields(expected.clone());
std::thread::scope(|scope| {
assert!(
scope
.spawn(|| {
let _held = machine.client_update_fields.get().unwrap().lock().unwrap();
panic!("interrupt before consuming the queued batch");
})
.join()
.is_err()
);
});
assert_eq!(machine.take_client_update_fields(), expected);
assert!(machine.take_client_update_fields().is_empty());
machine.set_client_update_fields(expected.clone());
assert_eq!(machine.take_client_update_fields(), expected);
}
#[test]
fn a_mod_block_entitys_revision_moves_with_each_change_and_only_then() {
let mut machine = ModBlockEntity::new(ModBlockEntityFields {
+37 -3
View File
@@ -208,7 +208,7 @@ where
Ok(resolve_world_movement(
self,
MovementRequest {
entity: EntityIdentity(0),
entity: context.entity().unwrap_or(EntityIdentity(0)),
context,
bounds,
movement,
@@ -243,11 +243,24 @@ impl SceneCollisions<'_, '_> {
max_step: f32,
on_ground: bool,
border: Option<(&BorderGeometry, [f64; 2])>,
) -> Result<Vec3> {
self.resolve_in_border_with(bounds, movement, max_step, on_ground, border, &[])
}
/// [`Self::resolve_in_border`], also stopped by `entities`: the boxes
/// `EntityGetter.getEntityCollisions` gave the moving entity.
pub fn resolve_in_border_with(
self,
bounds: Aabb,
movement: Vec3,
max_step: f32,
on_ground: bool,
border: Option<(&BorderGeometry, [f64; 2])>,
entities: &[Aabb],
) -> Result<Vec3> {
let context = self.context(bounds);
EntityCollisions {
blocks: self,
entities: &[],
entities,
border,
}
.resolve_with_context(bounds, movement, max_step, on_ground, context)
@@ -266,7 +279,7 @@ impl SceneCollisions<'_, '_> {
Ok(resolve_world_movement(
self,
MovementRequest {
entity: EntityIdentity(0),
entity: context.entity().unwrap_or(EntityIdentity(0)),
context,
bounds,
movement,
@@ -287,6 +300,7 @@ impl SceneCollisions<'_, '_> {
CollisionContext::for_entity(
CollisionEntity {
identity: EntityIdentity(0),
kind: horizon_world::collision_context::EntityContextKind::Living,
y,
descending: false,
main_hand: Some(CollisionItem::EMPTY),
@@ -322,6 +336,26 @@ where
{
no_collision_in(world, bounds, true)
}
/// `CollisionGetter.noCollision(entity, bounds)`: retain the real entity snapshot.
pub fn no_collision_with_context<W, E>(
world: &mut W,
bounds: Aabb,
context: CollisionContext<'_>,
) -> bool
where
W: BlockCollisionWorld<Error = E> + EntityMovementWorld<Error = E>,
{
no_world_collision(
world,
CollisionCheckRequest {
entity: context.entity().unwrap_or(EntityIdentity(0)),
context,
bounds,
candidate_budget: 1_000_000,
},
)
.unwrap_or(false)
}
fn no_collision_in<W, E>(world: &mut W, bounds: Aabb, fluids: bool) -> bool
where
W: BlockCollisionWorld<Error = E> + EntityMovementWorld<Error = E>,
@@ -395,6 +395,9 @@ impl BlockEntity {
if name == "minecraft:daylight_detector" {
return Some(Self::DaylightDetector);
}
if name.ends_with("copper_golem_statue") {
return Some(Self::CopperGolemStatue(Default::default()));
}
if name == "minecraft:beacon" {
return Some(Self::Beacon(Box::new(Beacon {
last_check_y: i32::MIN / 2,
@@ -460,6 +463,7 @@ impl BlockEntity {
Self::CommandBlock(_) => crate::command_block::Mode::of_block(name).is_some(),
Self::Skull(_) => is_skull(name),
Self::Banner(_) => name.ends_with("_banner"),
Self::CopperGolemStatue(_) => name.ends_with("copper_golem_statue"),
Self::Shelf(_) => name == "minecraft:shelf" || name.ends_with("_shelf"),
Self::Mod(_) => !name.starts_with("minecraft:"),
Self::Beehive(_) => matches!(name, "minecraft:beehive" | "minecraft:bee_nest"),
@@ -510,6 +514,7 @@ impl BlockEntity {
Self::Lectern(_) => "minecraft:lectern",
Self::Sculk(s) => s.id(),
Self::Banner(_) => "minecraft:banner",
Self::CopperGolemStatue(_) => "minecraft:copper_golem_statue",
Self::Crafter(_) => "minecraft:crafter",
Self::CreakingHeart(_) => "minecraft:creaking_heart",
Self::Spawner(_) => "minecraft:mob_spawner",
@@ -558,7 +563,7 @@ impl BlockEntity {
Self::Mod(m) => m.items.iter().flatten().cloned().collect(),
Self::Lectern(l) => l.book.iter().cloned().collect(),
Self::Sculk(_) => Vec::new(),
Self::Banner(_) => Vec::new(),
Self::Banner(_) | Self::CopperGolemStatue(_) => Vec::new(),
Self::Crafter(c) => c.items.iter().flatten().cloned().collect(),
Self::Campfire(c) => c.items.iter().flatten().cloned().collect(),
Self::ChiseledBookshelf(b) => b.items.iter().flatten().cloned().collect(),
@@ -575,6 +580,7 @@ impl BlockEntity {
| Self::Lectern(_)
| Self::Sculk(_)
| Self::Banner(_)
| Self::CopperGolemStatue(_)
| Self::EndGateway(_)
| Self::Skull(_)
| Self::PotentSulfur(_)
@@ -609,6 +615,7 @@ impl BlockEntity {
| Self::Lectern(_)
| Self::Sculk(_)
| Self::Banner(_)
| Self::CopperGolemStatue(_)
| Self::EndGateway(_)
| Self::Skull(_)
| Self::PotentSulfur(_)
+103 -10
View File
@@ -65,6 +65,44 @@ pub struct Setting {
pub item: Item,
pub text: &'static str,
}
/// What the chosen value does, for a setting whose values each do something different.
fn choice_description(opt: Opt, pad: &PadSettings) -> Option<&'static str> {
Some(match opt {
Opt::PadGameplayGuide => match pad.guide_detail {
gamepad::GuideDetail::Full => {
"Shows what your buttons do right now, in play and in inventories."
}
gamepad::GuideDetail::Basic => {
"Shows only what you can do with what you're looking at, and the main inventory buttons."
}
gamepad::GuideDetail::Off => "Doesn't show what your buttons do.",
},
Opt::PadGlyphs => match pad.glyphs {
GlyphStyle::Auto => "Shows the buttons of the controller you're using.",
GlyphStyle::Xbox => "Always shows Xbox buttons.",
GlyphStyle::PlayStation => "Always shows PlayStation buttons.",
GlyphStyle::Nintendo => "Always shows Nintendo buttons.",
},
Opt::PadKeyboard => match pad.keyboard {
gamepad::TextKeyboard::Auto => {
"Opens Steam's keyboard on a Steam Deck under Steam, and Horizon's otherwise."
}
gamepad::TextKeyboard::Horizon => "Always opens Horizon's keyboard.",
gamepad::TextKeyboard::Steam => "Always opens Steam's keyboard.",
},
Opt::PadLightbar => match pad.lightbar {
gamepad::Lightbar::Health => {
"A DualSense's light shows your health, from green through amber to red."
}
gamepad::Lightbar::Dimension => {
"A DualSense's light changes with the dimension you're in."
}
gamepad::Lightbar::Off => "A DualSense keeps its own light.",
},
_ => return None,
})
}
fn option(opt: Opt, text: &'static str) -> Setting {
Setting {
item: Item::Option(opt),
@@ -97,10 +135,16 @@ pub fn rows() -> Vec<(Page, Vec<(&'static str, Vec<Setting>)>)> {
vec![
(
"Controller",
vec![option(
Opt::PadEnabled,
"Off, the game ignores every controller for this player.",
)],
vec![
option(
Opt::PadEnabled,
"Off, the game ignores every controller for this player.",
),
option(
Opt::PadPlayInBackground,
"The controller keeps playing while this window isn't focused, and losing focus won't pause.",
),
],
),
(
"Look",
@@ -135,10 +179,16 @@ pub fn rows() -> Vec<(Page, Vec<(&'static str, Vec<Setting>)>)> {
),
(
"Play",
vec![option(
Opt::PadTriggerThreshold,
"How far a trigger is pulled before it counts as pressed.",
)],
vec![
option(
Opt::PadGameplayGuide,
"Show the buttons for what you can do, while you play with a controller.",
),
option(
Opt::PadTriggerThreshold,
"How far a trigger is pulled before it counts as pressed.",
),
],
),
(
"Menus",
@@ -279,6 +329,7 @@ impl Item {
match self {
Item::Option(Opt::PadEnabled) => Some(c.enabled),
Item::Option(Opt::PadVibration) => Some(c.vibration),
Item::Option(Opt::PadPlayInBackground) => Some(c.play_in_background),
Item::Option(Opt::PadAdaptiveTriggers) => Some(c.adaptive_triggers),
Item::Option(Opt::PadInvertX) => Some(c.invert_x),
Item::Option(Opt::PadInvertY) => Some(c.invert_y),
@@ -604,6 +655,7 @@ impl ControllerUi {
hover,
focused,
held: self.dragging == Some(item),
key: None,
};
shell::row(batch, atlas, &cols, y, &view);
}
@@ -818,8 +870,12 @@ impl ControllerUi {
/// What a row does. A binding names the controller's own buttons, and what else its button
/// does when it shares it.
fn description(&self, setting: Setting, s: &Settings) -> String {
let Item::Bind(action) = setting.item else {
return lang::get(setting.text);
let action = match setting.item {
Item::Bind(action) => action,
Item::Option(opt) => {
return lang::get(choice_description(opt, &s.controller).unwrap_or(setting.text));
}
_ => return lang::get(setting.text),
};
let pad = &s.controller;
let style = self.context.style;
@@ -1265,6 +1321,7 @@ mod tests {
for opt in [
Opt::PadEnabled,
Opt::PadVibration,
Opt::PadPlayInBackground,
Opt::PadAdaptiveTriggers,
Opt::PadLightbar,
Opt::PadLookSensitivity,
@@ -1372,6 +1429,30 @@ mod tests {
assert!((s.controller.move_deadzone - before - 0.01).abs() < 0.001);
}
/// What the screen draws at the bottom of the page changes with the choice, in every one of
/// these settings.
#[test]
fn each_choice_describes_itself() {
let ui = ControllerUi::default();
let mut s = Settings::default();
for (opt, choices) in [
(Opt::PadGameplayGuide, 3),
(Opt::PadGlyphs, 4),
(Opt::PadKeyboard, 3),
(Opt::PadLightbar, 3),
] {
let setting = option(opt, "the fixed sentence");
let mut seen = Vec::new();
for _ in 0..choices {
let text = ui.description(setting, &s);
assert_ne!(text, "the fixed sentence", "{opt:?}");
assert!(!seen.contains(&text), "{opt:?} repeats {text}");
seen.push(text);
opt.cycle(&mut s, false, FB);
}
}
}
#[test]
fn every_text_is_in_the_language_table() {
let (_, missed) = lang::scoped(lang::Language::load(&[], "de_de"), || {
@@ -1385,6 +1466,18 @@ mod tests {
}
}
}
let mut settings = Settings::default();
for opt in [
Opt::PadGameplayGuide,
Opt::PadGlyphs,
Opt::PadKeyboard,
Opt::PadLightbar,
] {
for _ in 0..4 {
lang::get(choice_description(opt, &settings.controller).unwrap());
opt.cycle(&mut settings, false, FB);
}
}
for text in [
"Controller",
"Player profile",
+22 -1
View File
@@ -10,6 +10,7 @@ use std::sync::Mutex;
use std::sync::atomic::{AtomicBool, Ordering};
use chrono::{DateTime, Local};
use horizon_telemetry::system::machine_arch;
/// What the game is doing, set as it goes: graphics adapter, settings, packs, world.
static DETAILS: Mutex<Vec<(&'static str, String)>> = Mutex::new(Vec::new());
@@ -242,9 +243,18 @@ fn read(path: &str) -> Option<String> {
std::fs::read_to_string(path).ok()
}
/// The build's architecture, and the machine's after "on" when it emulates the build.
fn arch_label(build: &str, machine: &str) -> String {
if build == machine {
build.to_owned()
} else {
format!("{build} on {machine}")
}
}
/// `PRETTY_NAME` of /etc/os-release and the kernel, or the system's own version string.
fn operating_system() -> String {
let arch = std::env::consts::ARCH;
let arch = arch_label(std::env::consts::ARCH, machine_arch());
let version = if cfg!(target_os = "linux") {
let name = read("/etc/os-release").and_then(|t| {
t.lines()
@@ -683,6 +693,17 @@ pub fn debug_crash_after() -> Option<std::time::Duration> {
mod tests {
use super::*;
#[test]
fn an_emulated_build_names_both_architectures() {
// A Windows ARM64 PC playing the x64 build: its reports say so (#7513 read "x86_64").
assert_eq!(arch_label("x86_64", "aarch64"), "x86_64 on aarch64");
assert_eq!(arch_label("aarch64", "aarch64"), "aarch64");
assert_eq!(arch_label("x86_64", "x86_64"), "x86_64");
// On the machine running the tests: native builds name one architecture.
let label = arch_label(std::env::consts::ARCH, machine_arch());
assert!(label.starts_with(std::env::consts::ARCH));
}
#[test]
fn a_release_reports_its_built_in_version() {
// release.yml builds with HORIZON_VERSION (docs/versioning.md): `v0.2.3`, wherever it is installed.
@@ -0,0 +1,243 @@
//! OptiFine custom skies (`horizon_optifine::sky`) as the game draws them: a pack's layers with
//! their decoded textures, read once with the pack, and each frame's choice of layers, their
//! brightness and rotation ([`CustomSky::draws`]), which `gfx::custom_sky` draws over the
//! vanilla sky. A pack without `optifine/sky` gives an empty [`CustomSky`] and the sky stays
//! vanilla.
use std::path::Path;
use glam::{Mat4, Vec3};
use horizon_optifine::sky::{Blend, Conditions, Skies, SkyLayer, Transition};
/// A layer's texture, RGBA8.
pub struct Image {
pub width: u32,
pub height: u32,
pub rgba: Vec<u8>,
}
/// The pack's layers, by world, with one texture per layer (`images[i]` for the `i`th layer
/// over all worlds, in `worlds` order).
#[derive(Default)]
pub struct CustomSky {
worlds: Vec<(i32, Vec<SkyLayer>)>,
pub images: Vec<Image>,
}
/// One layer of a frame: which texture, with which blend, how bright and turned how.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Draw {
pub image: u16,
pub blend: Blend,
pub brightness: f32,
/// Camera-relative world from the skybox's space.
pub rotation: Mat4,
}
/// The eased brightness of each layer, kept by the game between frames.
#[derive(Default)]
pub struct State {
world: Option<i32>,
eased: Vec<Transition>,
}
/// Textures past this many texels in all are left out (a skybox is a few megapixels at most).
const TEXEL_BUDGET: u64 = 64 << 20;
impl CustomSky {
/// The custom skies of the overlay at `root`. A layer whose texture does not decode is
/// dropped with a warning.
pub fn load(root: &Path) -> Self {
let skies = Skies::scan(root);
let mut out = Self::default();
let mut texels = 0u64;
for (world, sky) in skies.worlds {
let mut layers = Vec::new();
for layer in sky.layers {
match crate::hud::decode(&root.join(&layer.source)) {
Ok((width, height, rgba))
if texels + u64::from(width) * u64::from(height) <= TEXEL_BUDGET =>
{
texels += u64::from(width) * u64::from(height);
out.images.push(Image {
width,
height,
rgba,
});
layers.push(layer);
}
Ok(_) => log::warn!("{}: past the custom sky's texture budget", layer.source),
Err(e) => log::warn!("{}: {e:#}", layer.source),
}
}
if !layers.is_empty() {
out.worlds.push((world, layers));
}
}
out
}
pub fn is_empty(&self) -> bool {
self.worlds.is_empty()
}
/// Whether `world` has layers (`0` the Overworld, `1` the End).
pub fn has(&self, world: i32) -> bool {
self.worlds.iter().any(|(w, _)| *w == world)
}
/// This frame's layers of `world` into `out` (cleared first), in drawing order: those whose
/// conditions hold, eased over their `transition` by `seconds` since the last frame, at the
/// brightness of their fade times. `sun_turns` is the sun's angle over 360° (`0` at noon).
pub fn draws(
&self,
world: i32,
conditions: &Conditions,
sun_turns: f32,
seconds: f32,
state: &mut State,
out: &mut Vec<Draw>,
) {
out.clear();
let mut first = 0;
let mut found = None;
for (w, layers) in &self.worlds {
if *w == world {
found = Some(layers);
break;
}
first += layers.len();
}
let Some(layers) = found else {
state.world = None;
return;
};
// A new world (or pack) starts each layer where its conditions put it: no fade in.
let snap = state.world != Some(world) || state.eased.len() != layers.len();
if snap {
state.world = Some(world);
state.eased.clear();
state.eased.resize(layers.len(), Transition::default());
}
for (i, (layer, eased)) in layers.iter().zip(&mut state.eased).enumerate() {
let target = if layer.shows(conditions) { 1.0 } else { 0.0 };
let shown = if snap {
eased.value = target;
target
} else {
eased.step(target, seconds, layer.transition)
};
let brightness = shown * layer.brightness(conditions.day_time);
if brightness <= 0.0 {
continue;
}
let turns = layer.turns(conditions.day_time, sun_turns);
let rotation = if turns == 0.0 {
Mat4::IDENTITY
} else {
Mat4::from_axis_angle(Vec3::from_array(layer.axis), turns * std::f32::consts::TAU)
};
out.push(Draw {
image: (first + i) as u16,
blend: layer.blend,
brightness,
rotation,
});
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use horizon_optifine::sky::Now;
fn pack(files: &[(&str, &str)]) -> (std::path::PathBuf, CustomSky) {
let root = std::env::temp_dir().join(format!(
"horizon-custom-sky-{}-{}",
std::process::id(),
files.len()
));
let _ = std::fs::remove_dir_all(&root);
let dir = root.join("assets/minecraft/optifine/sky/world0");
std::fs::create_dir_all(&dir).unwrap();
let png = {
let mut bytes = Vec::new();
let mut encoder = png::Encoder::new(&mut bytes, 6, 4);
encoder.set_color(png::ColorType::Rgba);
encoder.set_depth(png::BitDepth::Eight);
let mut writer = encoder.write_header().unwrap();
writer
.write_image_data(&[255, 0, 0, 255].repeat(24))
.unwrap();
writer.finish().unwrap();
bytes
};
for (name, text) in files {
std::fs::write(dir.join(format!("{name}.properties")), text).unwrap();
std::fs::write(dir.join(format!("{name}.png")), &png).unwrap();
}
let sky = CustomSky::load(&root);
(root, sky)
}
fn noon(biome: &str) -> Conditions<'_> {
Conditions {
day_time: 6000,
weather: Now::Clear,
biome,
y: 64,
}
}
#[test]
fn layers_ease_in_at_a_biome_border_but_not_on_arrival() {
let (root, sky) = pack(&[
("sky1", "biomes=desert\ntransition=2"),
("sky2", "blend=alpha\nrotate=false"),
]);
let _ = std::fs::remove_dir_all(root);
assert!(sky.has(0) && !sky.has(1));
assert_eq!(sky.images[0].width, 6);
let (mut state, mut out) = (State::default(), Vec::new());
sky.draws(
0,
&noon("minecraft:desert"),
0.0,
0.05,
&mut state,
&mut out,
);
assert_eq!(
out.iter().map(|d| d.brightness).collect::<Vec<_>>(),
[1.0, 1.0]
);
// Out of the desert: the first layer fades over its two seconds.
sky.draws(0, &noon("minecraft:plains"), 0.0, 0.5, &mut state, &mut out);
assert_eq!(out[0].brightness, 0.75);
assert_eq!(out[1].blend, Blend::Alpha);
sky.draws(0, &noon("minecraft:plains"), 0.0, 2.0, &mut state, &mut out);
assert_eq!(out.len(), 1, "a dark layer is not drawn");
assert_eq!(out[0].image, 1);
// Into the End, which has no layers, and back: no fade.
sky.draws(1, &noon("minecraft:desert"), 0.0, 0.0, &mut state, &mut out);
assert!(out.is_empty());
sky.draws(0, &noon("minecraft:desert"), 0.0, 0.0, &mut state, &mut out);
assert_eq!(out.len(), 2);
}
#[test]
fn a_layer_turns_west_like_the_sun() {
let (root, sky) = pack(&[("sky1", "")]);
let _ = std::fs::remove_dir_all(root);
let (mut state, mut out) = (State::default(), Vec::new());
// A quarter turn after noon (sunset): the skybox's zenith has gone down to the west.
let c = Conditions {
day_time: 12000,
..noon("minecraft:plains")
};
sky.draws(0, &c, 0.25, 0.0, &mut state, &mut out);
let up = out[0].rotation.transform_vector3(Vec3::Y);
assert!((up - Vec3::NEG_X).length() < 1e-5, "{up}");
}
}
+179 -15
View File
@@ -141,7 +141,8 @@ impl DataPack {
pub fn discover(world: &Path) -> Vec<DataPack> {
discover_folder(&world.join("datapacks"))
}
/// Packs in Create World's temporary pack folder, before a world exists.
/// `FolderRepositorySource.loadPacks`: packs in Create World's temporary
/// folder or a world's data-pack directory, with required folder metadata.
pub fn discover_folder(dir: &Path) -> Vec<DataPack> {
let Ok(entries) = std::fs::read_dir(dir) else {
return Vec::new();
@@ -150,7 +151,7 @@ pub fn discover_folder(dir: &Path) -> Vec<DataPack> {
for e in entries.flatten() {
let name = e.file_name().to_string_lossy().into_owned();
let path = e.path();
if path.is_dir() && path.join("pack.mcmeta").exists() {
if path.is_dir() && folder_metadata_present(&path) {
packs.push(DataPack {
id: format!("file/{name}"),
source: Source::Dir(path),
@@ -168,6 +169,22 @@ pub fn discover_folder(dir: &Path) -> Vec<DataPack> {
packs.sort_by(|a, b| a.id.cmp(&b.id));
packs
}
/// `Pack.readPackMetadata`: even its fallback codec requires a pack section
/// and description. Keep this folder gate separate from format compatibility
/// and the existing interpretation of the description component.
fn folder_metadata_present(path: &Path) -> bool {
let Some(meta) = std::fs::read(path.join("pack.mcmeta"))
.ok()
.and_then(|bytes| crate::packs::parse_meta(&bytes))
else {
return false;
};
meta.as_object()
.and_then(|root| root.get("pack"))
.and_then(serde_json::Value::as_object)
.and_then(|pack| pack.get("description"))
.is_some_and(|description| !description.is_null())
}
/// The resources root's built-in feature packs (`ServerPacksSource`
/// scanning the game's `data/minecraft/datapacks`): every folder with a
/// `pack.mcmeta`, a feature pack (`PackSource.FEATURE`). Off until a world
@@ -608,7 +625,7 @@ pub struct DataStore {
/// `item_modifier` files, for `/item modify`.
pub item_modifiers: BTreeMap<String, serde_json::Value>,
/// The content tables' raw files from the packs after the built-in one:
/// `recipe/`, `recipe_filter/`, `loot_table/`, `advancement/`, `dialog/`, `damage_type/`, `data_maps/` and `tags/…/` files, by
/// `recipe/`, `recipe_filter/`, `loot_table/`, `advancement/`, `dialog/`, `damage_type/`, `data_maps/`, `enchantment/` and `tags/…/` files, by
/// `<kind-dir>/<ns>:<path>`, each id's files in pack order. The tables
/// merge them over what they read from the resource root.
pub files: BTreeMap<String, Vec<Vec<u8>>>,
@@ -617,7 +634,7 @@ pub struct DataStore {
}
/// `<kind-dir>/<ns>:<path>` for a pack file the content tables read:
/// `recipe/`, `recipe_filter/`, `loot_table/`, `advancement/`, `trade_set/`,
/// `villager_trade/`, `dialog/`, `damage_type/`, `data_maps/` or `tags/<sub>/`, where the id keeps the sub
/// `villager_trade/`, `dialog/`, `damage_type/`, `data_maps/`, `enchantment/` or `tags/<sub>/`, where the id keeps the sub
/// path so a nested tag kind stays addressable.
fn content_id(file: &str) -> Option<String> {
let rest = file.strip_prefix("data/")?;
@@ -625,7 +642,7 @@ fn content_id(file: &str) -> Option<String> {
let (kind, rest) = rest.split_once('/')?;
let kind = match kind {
"recipe" | "recipe_filter" | "loot_table" | "advancement" | "trade_set"
| "villager_trade" | "dialog" | "damage_type" | "data_maps" => kind,
| "villager_trade" | "dialog" | "damage_type" | "data_maps" | "enchantment" => kind,
// A tag id is `{ns}:{path-under-tags}` (`tags/worldgen/biome/
// test:sub/mytag`), the whole path after the namespace, so nested
// registries keep their directory (`TagLoader`'s id shape).
@@ -659,6 +676,7 @@ impl DataStore {
"damage_type",
"data_maps",
"dialog",
"enchantment",
"function",
"item_modifier",
"loot_table",
@@ -714,15 +732,55 @@ impl DataStore {
}
s
}
/// `FunctionManager.getTag`: the functions a tag expands to (nested tags
/// included, each function once).
/// `ServerFunctionLibrary.getTag`: only valid function tags expand
/// (nested tags included, each function once).
pub fn tag_functions(&self, id: &str) -> Vec<String> {
let mut out = Vec::new();
let mut seen_fns = std::collections::HashSet::new();
let mut seen_tags = std::collections::HashSet::new();
self.expand(id, &mut out, &mut seen_fns, &mut seen_tags);
let invalid = self.invalid_function_tags(id);
self.expand(id, &mut out, &mut seen_fns, &mut seen_tags, &invalid);
out
}
/// `TagLoader.tryBuildTag`: missing required members invalidate their tag and
/// required parents. Optional invalid children contribute nothing.
/// Resolve against the current accepted function map, without caching a
/// candidate store or changing the existing expansion's cycle handling.
fn invalid_function_tags<'a>(&'a self, id: &'a str) -> std::collections::HashSet<&'a str> {
let mut invalid = std::collections::HashSet::new();
let mut parents: std::collections::HashMap<&str, Vec<&str>> =
std::collections::HashMap::new();
let mut seen = std::collections::HashSet::new();
let mut pending = vec![id];
while let Some(tag) = pending.pop() {
if !seen.insert(tag) {
continue;
}
let Some(entries) = self.function_tags.get(tag) else {
invalid.insert(tag);
continue;
};
for (entry, required) in entries {
if let Some(child) = entry.strip_prefix('#') {
pending.push(child);
if *required {
parents.entry(child).or_default().push(tag);
}
} else if *required && !self.functions.contains_key(entry) {
invalid.insert(tag);
}
}
}
pending.extend(invalid.iter().copied());
while let Some(child) = pending.pop() {
for &parent in parents.get(child).into_iter().flatten() {
if invalid.insert(parent) {
pending.push(parent);
}
}
}
invalid
}
/// Depth-first walk keeping first-seen order. Each tag is expanded at most
/// once, so reference cycles end and nesting depth is not capped.
fn expand<'a>(
@@ -731,18 +789,19 @@ impl DataStore {
out: &mut Vec<String>,
seen_fns: &mut std::collections::HashSet<&'a str>,
seen_tags: &mut std::collections::HashSet<&'a str>,
invalid: &std::collections::HashSet<&'a str>,
) {
if !seen_tags.insert(id) {
if invalid.contains(id) || !seen_tags.insert(id) {
return;
}
let Some(entries) = self.function_tags.get(id) else {
return;
};
for (e, required) in entries {
for (e, _) in entries {
match e.strip_prefix('#') {
Some(inner) => self.expand(inner, out, seen_fns, seen_tags),
Some(inner) => self.expand(inner, out, seen_fns, seen_tags, invalid),
None => {
if (self.functions.contains_key(e) || *required) && seen_fns.insert(e) {
if self.functions.contains_key(e) && seen_fns.insert(e) {
out.push(e.clone());
}
}
@@ -924,6 +983,97 @@ pub fn worldgen_overrides(
mod tests {
use super::*;
#[test]
fn folder_metadata_is_required_before_contents_are_discovered() {
let root =
std::env::temp_dir().join(format!("horizon-folder-metadata-{}", std::process::id()));
let _ = std::fs::remove_dir_all(&root);
for (name, metadata) in [
("broken", Some("{")),
("root_empty", Some("{}")),
("root_array", Some("[]")),
("pack_empty", Some(r#"{"pack":{}}"#)),
("pack_string", Some(r#"{"pack":"bad"}"#)),
("missing", None),
(
"full",
Some(
r#"{"pack":{"description":"full","pack_format":121,"min_format":[121,0],"max_format":[121,0]}}"#,
),
),
(
"description",
Some(r#"{"pack":{"description":"description only"}}"#),
),
("numeric", Some(r#"{"pack":{"description":42}}"#)),
("null", Some(r#"{"pack":{"description":null}}"#)),
("bom", Some("\u{feff}{\"pack\":{\"description\":\"BOM\"}}")),
(
"comment",
Some("{\"pack\":{\"description\":\"comment\"}}\n// trailing"),
),
] {
let dir = root.join(name);
std::fs::create_dir_all(dir.join("data/h146/function")).unwrap();
std::fs::write(
dir.join(format!("data/h146/function/{name}.mcfunction")),
"scoreboard players set admitted h146 1\n",
)
.unwrap();
if let Some(metadata) = metadata {
std::fs::write(dir.join("pack.mcmeta"), metadata).unwrap();
}
}
let packs = discover_folder(&root);
assert_eq!(
packs.iter().map(|p| p.id.as_str()).collect::<Vec<_>>(),
[
"file/bom",
"file/comment",
"file/description",
"file/full",
"file/numeric"
]
);
let store = DataStore::load(&packs.iter().collect::<Vec<_>>());
assert_eq!(
store
.functions
.keys()
.map(String::as_str)
.collect::<Vec<_>>(),
[
"h146:bom",
"h146:comment",
"h146:description",
"h146:full",
"h146:numeric"
]
);
let numeric = packs.iter().find(|p| p.id == "file/numeric").unwrap();
let raw: serde_json::Value =
serde_json::from_slice(&numeric.read("pack.mcmeta").unwrap()).unwrap();
assert_eq!(raw["pack"]["description"], 42);
// Builtin and feature construction still have their independent paths.
let resources = root.join("resources");
let feature = resources.join("data/minecraft/datapacks/feature");
std::fs::create_dir_all(&feature).unwrap();
std::fs::write(
feature.join("pack.mcmeta"),
r#"{"pack":{"description":"feature"}}"#,
)
.unwrap();
assert_eq!(
feature_packs(&resources)
.iter()
.map(|p| p.id.as_str())
.collect::<Vec<_>>(),
["feature"]
);
assert_eq!(DataPack::builtin(&resources).id, "vanilla");
std::fs::remove_dir_all(root).unwrap();
}
#[test]
fn data_map_files_are_content_files_keyed_by_map_namespace_and_registry() {
assert_eq!(
@@ -961,7 +1111,7 @@ mod tests {
std::fs::write(path, t).unwrap();
};
for pack in ["a", "b", "off"] {
write(pack, "pack.mcmeta", "{}");
write(pack, "pack.mcmeta", r#"{"pack":{"description":"fixture"}}"#);
write(pack, "data/minecraft/worldgen/noise/cave.json", pack);
write(pack, "data/p/structure/room/a.nbt", pack);
write(
@@ -1132,6 +1282,20 @@ mod tests {
#[test]
fn tag_resolution_dedupes_fast_ends_cycles_and_nests_deeply() {
let mut store = DataStore::default();
// Every referenced function exists; missing required ones invalidate a tag.
for id in (0..25_000)
.map(|i| format!("t:f{i}"))
.chain(["t:x", "t:y", "t:deep"].map(str::to_owned))
{
store.functions.insert(
id.clone(),
Function {
id,
lines: Vec::new(),
parameters: Vec::new(),
},
);
}
let big: Vec<(String, bool)> = (0..50_000)
.map(|i| (format!("t:f{}", i % 25_000), true))
.collect();
@@ -1216,13 +1380,13 @@ mod tests {
write(
"fns",
"pack.mcmeta",
r#"{"pack":{"min_format":121,"max_format":121}}"#,
r#"{"pack":{"description":"fixture","min_format":121,"max_format":121}}"#,
);
write("fns", "data/x/function/f.mcfunction", "say hi");
write(
"off",
"pack.mcmeta",
r#"{"pack":{"min_format":121,"max_format":121}}"#,
r#"{"pack":{"description":"fixture","min_format":121,"max_format":121}}"#,
);
std::fs::create_dir_all(&dir).unwrap();
let mut zip = zip::ZipWriter::new(std::fs::File::create(dir.join("old.zip")).unwrap());
+170 -31
View File
@@ -14,6 +14,8 @@ pub struct EffectInstance {
pub amplifier: i32,
pub ambient: bool,
pub visible: bool,
/// `MobEffectInstance.showIcon`: whether the HUD and inventory list it.
pub show_icon: bool,
pub hidden: Option<Box<EffectInstance>>,
}
impl EffectInstance {
@@ -24,9 +26,18 @@ impl EffectInstance {
amplifier: amplifier.clamp(0, 255),
ambient: false,
visible: true,
show_icon: true,
hidden: None,
}
}
/// `new MobEffectInstance(effect, duration, amplifier, ambient, visible)`:
/// the icon shows exactly when the particles do.
pub fn with_flags(mut self, ambient: bool, visible: bool) -> Self {
self.ambient = ambient;
self.visible = visible;
self.show_icon = visible;
self
}
fn infinite(&self) -> bool {
self.duration == -1
}
@@ -71,6 +82,10 @@ impl EffectInstance {
self.visible = take.visible;
changed = true;
}
if take.show_icon != self.show_icon {
self.show_icon = take.show_icon;
changed = true;
}
changed
}
/// `MobEffectInstance.tickClient`: a client counts its effects down
@@ -98,6 +113,7 @@ impl EffectInstance {
self.amplifier = h.amplifier;
self.ambient = h.ambient;
self.visible = h.visible;
self.show_icon = h.show_icon;
self.hidden = h.hidden;
}
}
@@ -116,8 +132,9 @@ pub enum EffectAction {
}
/// `shouldApplyEffectTickThisTick` + `applyEffectTick` for the periodic effects.
fn periodic(id: &str, tick: i32, amp: i32) -> Option<EffectAction> {
// Java's `>>` and `<<` take the shift distance modulo 32 (`wrapping_*`).
let every = |base: i32| {
let interval = base >> amp;
let interval = base.wrapping_shr(amp as u32);
interval <= 0 || tick % interval == 0
};
match id {
@@ -126,10 +143,12 @@ fn periodic(id: &str, tick: i32, amp: i32) -> Option<EffectAction> {
"wither" if every(40) => Some(EffectAction::Hurt("minecraft:wither", 1.0)),
"hunger" => Some(EffectAction::Exhaust(0.005 * (amp + 1) as f32)),
"saturation" if tick >= 1 => Some(EffectAction::Eat(amp + 1, 1.0)),
"instant_health" if tick >= 1 => Some(EffectAction::Heal((4 << amp.min(30)) as f32)),
"instant_health" if tick >= 1 => Some(EffectAction::Heal(
4i32.wrapping_shl(amp as u32).max(0) as f32,
)),
"instant_damage" if tick >= 1 => Some(EffectAction::Hurt(
"minecraft:magic",
(6 << amp.min(30)) as f32,
6i32.wrapping_shl(amp as u32) as f32,
)),
_ => None,
}
@@ -139,11 +158,11 @@ fn periodic(id: &str, tick: i32, amp: i32) -> Option<EffectAction> {
pub fn instant(id: &str, amp: i32, scale: f64) -> Option<EffectAction> {
match id {
"instant_health" => Some(EffectAction::Heal(
(scale * f64::from(4 << amp.min(30)) + 0.5) as i32 as f32,
(scale * f64::from(4i32.wrapping_shl(amp as u32)) + 0.5) as i32 as f32,
)),
"instant_damage" => Some(EffectAction::Hurt(
"minecraft:magic",
(scale * f64::from(6 << amp.min(30)) + 0.5) as i32 as f32,
(scale * f64::from(6i32.wrapping_shl(amp as u32)) + 0.5) as i32 as f32,
)),
"saturation" => Some(EffectAction::Eat(amp + 1, 1.0)),
_ => None,
@@ -168,6 +187,57 @@ pub enum OmenTick {
/// It added this effect, then returned false.
Add(EffectInstance),
}
/// A saved player's effect: `MobEffectInstance.Details` under its `id`.
#[derive(Clone, Debug, PartialEq)]
pub struct SavedEffect {
pub id: String,
pub duration: i32,
pub amplifier: i32,
pub ambient: bool,
/// `show_particles`.
pub particles: bool,
/// `show_icon`.
pub icon: bool,
/// `hidden_effect`: the weaker, longer instance of the same effect that
/// comes back when this one ends.
pub hidden: Option<Box<SavedEffect>>,
}
impl SavedEffect {
/// Ambient off, particles and icon shown, nothing hidden: the codec's
/// defaults.
pub fn new(id: impl Into<String>, duration: i32, amplifier: i32) -> Self {
Self {
id: id.into(),
duration,
amplifier,
ambient: false,
particles: true,
icon: true,
hidden: None,
}
}
fn of(e: &EffectInstance) -> Self {
Self {
id: potions::namespaced(e.id).to_owned(),
duration: e.duration,
amplifier: e.amplifier,
ambient: e.ambient,
particles: e.visible,
icon: e.show_icon,
hidden: e.hidden.as_deref().map(|h| Box::new(Self::of(h))),
}
}
/// `new MobEffectInstance(effect, details)`: the hidden chain comes back
/// with it.
fn instance(&self, id: &'static str) -> EffectInstance {
let mut e = EffectInstance::new(id, self.duration, self.amplifier);
e.ambient = self.ambient;
e.visible = self.particles;
e.show_icon = self.icon;
e.hidden = self.hidden.as_deref().map(|h| Box::new(h.instance(id)));
e
}
}
#[derive(Clone, Debug, Default)]
pub struct PlayerEffects {
pub list: Vec<EffectInstance>,
@@ -200,39 +270,25 @@ impl PlayerEffects {
pub fn clear(&mut self) {
self.list.clear();
}
/// The effects of a saved player (`Player.active_effects`: id,
/// duration, amplifier, ambient, particles visible).
pub fn from_saved(saved: &[(String, i32, i32, bool, bool)]) -> Self {
/// The effects of a saved player (`Player.active_effects`), each with
/// the instances it hides.
pub fn from_saved(saved: &[SavedEffect]) -> Self {
let mut effects = Self::default();
for (id, duration, amplifier, ambient, particles) in saved {
if let Some(def) = potions::effect(id) {
let mut e = EffectInstance::new(def.id, *duration, *amplifier);
e.ambient = *ambient;
e.visible = *particles;
effects.add(e);
for s in saved {
if let Some(def) = potions::effect(&s.id) {
effects.add(s.instance(def.id));
}
}
effects
}
/// `Player.active_effects` for the save.
pub fn saved(&self) -> Vec<(String, i32, i32, bool, bool)> {
self.list
.iter()
.map(|e| {
(
potions::namespaced(e.id).to_owned(),
e.duration,
e.amplifier,
e.ambient,
e.visible,
)
})
.collect()
pub fn saved(&self) -> Vec<SavedEffect> {
self.list.iter().map(SavedEffect::of).collect()
}
/// ClientboundUpdateMobEffectPacket's flags without blending: ambient,
/// particles visible and the icon shown (always, for these effects).
/// particles visible and the icon shown.
pub fn flags(e: &EffectInstance) -> i8 {
i8::from(e.ambient) | i8::from(e.visible) << 1 | 4
i8::from(e.ambient) | i8::from(e.visible) << 1 | i8::from(e.show_icon) << 2
}
/// `LivingEntity.tickEffects` (server part) with the omens' effect ticks:
/// `omen` answers `BadOmenMobEffect` (every tick), `RaidOmenMobEffect`
@@ -494,7 +550,75 @@ pub fn effect_modifier(effect: &str) -> Option<(&'static str, &'static str, f64,
#[cfg(test)]
mod tests {
use super::*;
/// `HealOrHarmMobEffect`: Java's `<<` shifts by the amplifier modulo
/// 32 and wraps, so amplifier 32 is amplifier 0 again; a ticked heal is
/// at least 0 (#11386).
#[test]
fn heal_and_harm_shift_like_java() {
let magic = "minecraft:magic";
assert_eq!(
instant("instant_health", 32, 1.0),
Some(EffectAction::Heal(4.0))
);
assert_eq!(
instant("instant_damage", 33, 1.0),
Some(EffectAction::Hurt(magic, 12.0))
);
assert_eq!(
instant("instant_health", 1, 0.5),
Some(EffectAction::Heal(4.0))
);
assert_eq!(
periodic("instant_health", 1, 32),
Some(EffectAction::Heal(4.0))
);
// 4 << 29 is i32::MIN: the heal stops at 0. 6 << 30 wraps to i32::MIN.
assert_eq!(
periodic("instant_health", 1, 29),
Some(EffectAction::Heal(0.0))
);
assert_eq!(
periodic("instant_damage", 1, 30),
Some(EffectAction::Hurt(magic, i32::MIN as f32))
);
// Regeneration: 50 >> 32 is 50 again, not 0 (which would heal each tick).
assert_eq!(periodic("regeneration", 49, 32), None);
assert_eq!(
periodic("regeneration", 50, 32),
Some(EffectAction::Heal(1.0))
);
}
/// Warden darkness (`new MobEffectInstance(DARKNESS, 260, 0, false,
/// false)`) shows neither particles nor its icon; a renewal that shows the
/// icon turns it back on (`MobEffectInstance.update`).
#[test]
fn an_effect_without_particles_hides_its_icon() {
let mut fx = PlayerEffects::default();
fx.add(EffectInstance::new("darkness", 260, 0).with_flags(false, false));
let darkness = fx.get("darkness").unwrap();
// ClientboundUpdateMobEffectPacket: no ambient, particles or icon bit.
assert_eq!(PlayerEffects::flags(darkness), 0);
assert!(!crate::hud_overlays::EffectIcon::from(darkness).show_icon);
assert!(fx.add(EffectInstance::new("darkness", 100, 0)));
assert_eq!(PlayerEffects::flags(fx.get("darkness").unwrap()), 2 | 4);
// Details keeps show_icon apart from show_particles.
let mut speed = EffectInstance::new("speed", 100, 0);
speed.show_icon = false;
let mut fx = PlayerEffects::default();
fx.add(speed);
let saved = fx.saved();
assert_eq!(
saved,
[SavedEffect {
icon: false,
..SavedEffect::new("minecraft:speed", 100, 0)
}]
);
let loaded = PlayerEffects::from_saved(&saved);
assert_eq!(PlayerEffects::flags(loaded.get("speed").unwrap()), 2);
}
#[test]
fn adding_counts_a_change_only_when_the_effect_changed() {
let mut fx = PlayerEffects::default();
@@ -531,6 +655,21 @@ mod tests {
assert_eq!(fx.get("speed").unwrap().duration, 49);
assert_eq!(fx.get("raid_omen").unwrap().amplifier, 1);
}
#[test]
fn a_reloaded_effect_falls_back_to_the_one_it_hid() {
// /effect give poison 6 s level II over poison 30 s level I, saved
// and loaded: when level II runs out, level I resumes with what is
// left of its 30 s.
let mut fx = PlayerEffects::default();
fx.add(EffectInstance::new("poison", 600, 0));
fx.add(EffectInstance::new("poison", 120, 1));
let mut loaded = PlayerEffects::from_saved(&fx.saved());
for _ in 0..120 {
loaded.tick();
}
let poison = loaded.get("poison").expect("level I resumed");
assert_eq!((poison.amplifier, poison.duration), (0, 480));
}
/// The only test here that registers mod effects (once per process).
#[test]
fn a_mod_effect_saves_under_its_namespace() {
@@ -546,11 +685,11 @@ mod tests {
1,
));
let saved = fx.saved();
assert_eq!(saved, [("ruby:glow".to_owned(), 600, 1, false, true)]);
assert_eq!(saved, [SavedEffect::new("ruby:glow", 600, 1)]);
assert_eq!(PlayerEffects::from_saved(&saved).list, fx.list);
// Without its mod the saved effect is dropped, as an unknown id is.
assert!(
PlayerEffects::from_saved(&[("gone:glow".into(), 600, 1, false, true)])
PlayerEffects::from_saved(&[SavedEffect::new("gone:glow", 600, 1)])
.list
.is_empty()
);
@@ -399,8 +399,11 @@ pub fn apply_weather(sky: &mut Sky, rain: f32, thunder: f32) {
pub fn sky_darken(environment: &Environment, day_time: i64, rain: f32, thunder: f32) -> i32 {
let mut sky = environment.sample(day_time, None, None);
apply_weather(&mut sky, rain, thunder);
// Level.updateSkyBrightness: darkening from the sky light level.
(15.0 - 15.0 * sky.sky_light_level).round() as i32
// Level.updateSkyBrightness: `(int)(15.0F - skyLightLevel)`, the float
// truncated, not rounded (#11323): the darkening steps up only once the
// light has fallen a whole level. `sky_light_level` is the attribute as a
// fraction of 15, so the product is its raw value in `f32`.
(15.0 - 15.0 * sky.sky_light_level) as i32
}
#[cfg(test)]
@@ -0,0 +1,231 @@
//! The Horizon Extras page, on the settings shell (`settings_shell`): which rows it has and what
//! pressing them does. Each one's value and what it does stay in `extras::Item`.
use crate::{
extras::{self, Item},
lang,
options_ui::{Event, Page},
settings::Settings,
settings_shell::{Group, Output, Row, Screen, Sheet, Value},
};
const TITLE: &str = "horizon.pages.extras";
const ABOUT: &str = "horizon.pages.extras.tooltip";
/// The group of the mod that replaced an extra.
const MODS: &str = "horizon.pages.mods";
const ZOOM: &str = "horizon.extras.zoom";
const ZOOM_INSTALL: &str = "horizon.extras.zoom_mod_install";
const MOD_SETTINGS: &str = "horizon.mods.settings";
/// Its descriptions run long, as tooltips they were: most need more than two lines.
const NOTE_LINES: usize = 5;
/// The official native mod that took over from the Zoom extra (#8713).
const ZOOM_ID: &str = "zoom";
/// A row of the page.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub(crate) enum ExtraRow {
Item(Item),
/// The Zoom mod, at this place among the installed ones, on or off.
Zoom(usize),
/// Its own settings page.
ZoomSettings(usize),
/// It isn't installed: where to get it. A note, not a button: Options > Mods already has the
/// one way into the Mods page (`every_setting_and_page_is_reached_from_one_place`).
ZoomInstall,
}
fn item_row(item: Item, s: &Settings) -> Row<ExtraRow> {
let e = &s.extras;
let value = match (item.key_name(), item.switch(e)) {
(Some(key), _) => Value::Key(key, item.value(e)),
(None, Some(on)) => Value::Switch(on),
(None, None) => Value::Choice(item.value(e)),
};
// A setting of a switch that is off does nothing, so it is greyed out.
let live = item
.parent()
.is_none_or(|parent| parent.switch(e) != Some(false));
Row::new(ExtraRow::Item(item), item.caption_text(), value)
.about(item.description_text())
.live(live)
}
/// Zoom, the FPS counter, Keystrokes and the Minimap are official mods now; Extras keeps a way to
/// the one players look for here.
fn zoom_rows(s: &Settings) -> Vec<Row<ExtraRow>> {
let installed = &s.mods.installed;
let found = installed
.iter()
.position(|m| m.id == ZOOM_ID && m.native.is_some());
let Some(i) = found else {
let note = Row::new(ExtraRow::ZoomInstall, lang::get(ZOOM_INSTALL), Value::Note);
return vec![note.live(false)];
};
let about = installed[i].problem.as_ref();
let about = about.unwrap_or(&installed[i].description).clone();
let on = Value::Switch(s.mods.is_on(i));
let mut rows = vec![Row::new(ExtraRow::Zoom(i), lang::get(ZOOM), on).about(about)];
let page = installed[i].native.as_ref();
if page.is_some_and(|page| !page.keys.is_empty() || !page.buttons.is_empty()) {
let name = lang::get(MOD_SETTINGS);
rows.push(Row::new(ExtraRow::ZoomSettings(i), name, Value::Press));
}
rows
}
/// The page itself holds nothing: everything it shows is in the settings.
#[derive(Default)]
pub(crate) struct ExtrasScreen;
impl Screen for ExtrasScreen {
type Page = ();
type Row = ExtraRow;
fn title(&self) -> &'static str {
TITLE
}
fn note_lines(&self) -> usize {
NOTE_LINES
}
fn sheets(&self, s: &Settings) -> Vec<Sheet<(), ExtraRow>> {
let mut groups = vec![Group {
name: MODS,
rows: zoom_rows(s),
}];
for row in extras::rows() {
match row {
Err(name) => groups.push(Group {
name,
rows: Vec::new(),
}),
Ok(item) => {
if let Some(group) = groups.last_mut() {
group.rows.push(item_row(item, s));
}
}
}
}
vec![Sheet {
id: (),
name: lang::get(TITLE),
about: lang::get(ABOUT),
groups,
}]
}
fn press(&mut self, s: &mut Settings, row: ExtraRow, back: bool) -> Vec<Output> {
match row {
ExtraRow::Item(item) => match item.key_name() {
Some(key) => vec![Output::BindKey(key)],
None => {
item.cycle(&mut s.extras, back);
vec![Output::Event(Event::Changed)]
}
},
ExtraRow::Zoom(i) => {
s.mods.toggle(i);
vec![Output::Event(Event::Changed)]
}
ExtraRow::ZoomSettings(i) => vec![
Output::Event(Event::ButtonClick),
Output::Push(Page::NativeMod(i)),
Output::Event(Event::NativeSettings(i)),
],
ExtraRow::ZoomInstall => Vec::new(),
}
}
/// With the wheel extra on, the wheel over an item changes it, without a click; the mod's rows
/// let the list scroll.
fn wheel_step(&mut self, s: &mut Settings, row: ExtraRow, back: bool) -> Option<Vec<Output>> {
let ExtraRow::Item(item) = row else {
return None;
};
item.cycle(&mut s.extras, back);
Some(vec![Output::Event(Event::Changed)])
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::settings_shell::{Hosted, Shell};
const SIZE: (f32, f32) = (854.0, 480.0);
fn rows_of(s: &Settings) -> Vec<Row<ExtraRow>> {
let sheets = ExtrasScreen.sheets(s);
let groups = sheets.into_iter().flat_map(|sheet| sheet.groups);
groups.flat_map(|group| group.rows).collect()
}
/// Greyed exactly while its own switch is off, so it takes no press then.
#[test]
fn a_setting_of_a_switch_that_is_off_is_greyed_and_takes_no_press() {
let mut s = Settings::default();
let live = |s: &Settings| {
let wheel = ExtraRow::Item(Item::MouseTweaksWheel);
rows_of(s).iter().find(|r| r.id == wheel).unwrap().live
};
s.extras.mouse_tweaks = false;
assert!(!live(&s));
let mut shell = Shell::<ExtrasScreen>::default();
let row = ExtraRow::Item(Item::MouseTweaksWheel);
let at = shell.point_at(&s, SIZE, row);
let before = s.extras.mouse_tweaks_wheel;
assert!(
shell
.click(&mut s, at, SIZE, false, false, false)
.is_empty()
);
assert_eq!(s.extras.mouse_tweaks_wheel, before);
s.extras.mouse_tweaks = true;
assert!(live(&s));
assert!(
!shell
.click(&mut s, at, SIZE, false, false, false)
.is_empty()
);
assert_ne!(s.extras.mouse_tweaks_wheel, before);
}
#[test]
fn the_three_way_cosmetics_row_turns_both_ways() {
use horizon_cosmetics::prefs::Others;
let mut s = Settings::default();
let mut screen = ExtrasScreen;
let row = ExtraRow::Item(Item::CosmeticsOthers);
// Not chosen, nothing owned: it shows Hidden, and forward wraps to Shown.
assert_eq!(s.extras.effective_others(), Others::Hidden);
screen.press(&mut s, row, false);
assert_eq!(s.extras.cosmetics_others, Some(Others::Shown));
screen.press(&mut s, row, true);
assert_eq!(s.extras.cosmetics_others, Some(Others::Hidden));
screen.press(&mut s, row, true);
assert_eq!(s.extras.cosmetics_others, Some(Others::NameTags));
}
/// The sort key binds instead of cycling; the wheel leaves it be.
#[test]
fn the_key_row_waits_for_a_key() {
let mut s = Settings::default();
let mut screen = ExtrasScreen;
let row = ExtraRow::Item(Item::SortKey);
let key = s.extras.sort_key.clone();
assert_eq!(
screen.press(&mut s, row, false),
vec![Output::BindKey(extras::SORT_KEY)]
);
screen.wheel_step(&mut s, row, true);
assert_eq!(s.extras.sort_key, key);
}
#[test]
fn the_wheel_flips_a_switch_and_leaves_the_mod_to_scroll() {
let mut s = Settings::default();
let mut screen = ExtrasScreen;
let row = ExtraRow::Item(Item::Sort);
assert_eq!(
screen.wheel_step(&mut s, row, true),
Some(vec![Output::Event(Event::Changed)])
);
assert!(s.extras.sort);
assert_eq!(screen.wheel_step(&mut s, ExtraRow::Zoom(0), true), None);
}
}
@@ -0,0 +1,210 @@
// Still-fluid tiling follows Catnip/Ponder 1.0.82 FluidRenderHelper.renderTiledFace.
// Copyright (c) 2022 The Create Team
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
use horizon_core::geometry::Direction;
/// Controls a still-fluid box. The tint is stack ARGB, independent of biome tint.
#[derive(Clone, Copy, Debug)]
pub struct NativeFluidRenderOptions {
pub argb: Option<u32>,
pub render_bottom: bool,
/// TextureAtlasSprite.uvShrinkRatio: 4 / the largest stitched atlas dimension.
/// Explicit because Horizon's block sprites occupy arrays rather than a stitched atlas.
pub uv_shrink_ratio: f32,
}
/// A corner before the caller's pose, with UVs within the still sprite, and its outward normal.
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct FluidVertex {
pub pos: [f32; 3],
pub uv: [f32; 2],
pub normal: [i8; 3],
}
/// Preserve sky light and increase block light to the fluid's luminosity (native light packing).
pub fn fluid_light(light: u32, luminosity: u8) -> u32 {
(light & 0xf0) | (((light >> 8 & 0xf0).max(u32::from(luminosity.min(15)) * 16)) << 8)
}
/// Emit whole tiled quads, or refuse invalid/unreasonably large geometry before emitting anything.
/// Negative coordinates and exact integer boundaries retain the source's local UV fractions.
pub fn fluid_box(
bounds: [f32; 6],
options: NativeFluidRenderOptions,
mut emit: impl FnMut(FluidVertex),
) -> bool {
if !options.uv_shrink_ratio.is_finite()
|| !(0.0..=1.0).contains(&options.uv_shrink_ratio)
|| bounds
.iter()
.any(|x| !x.is_finite() || x.abs() > 1_048_576.0)
|| (0..3).any(|i| bounds[i] > bounds[i + 3])
{
return false;
}
let tiles =
std::array::from_fn::<_, 3, _>(|i| (bounds[i + 3].ceil() - bounds[i].floor()) as u64);
let quads = tiles[0] * tiles[1] * 2
+ tiles[1] * tiles[2] * 2
+ tiles[0] * tiles[2] * if options.render_bottom { 2 } else { 1 };
if quads > 65_536 {
return false;
}
let [x0, y0, z0, x1, y1, z1] = bounds;
for (side, face) in [
(Direction::Down, [x0, z0, x1, z1, y0]),
(Direction::Up, [x0, z0, x1, z1, y1]),
(Direction::North, [x0, y0, x1, y1, z0]),
(Direction::South, [x0, y0, x1, y1, z1]),
(Direction::West, [z0, y0, z1, y1, x0]),
(Direction::East, [z0, y0, z1, y1, x1]),
] {
if side != Direction::Down || options.render_bottom {
tiled_face(&mut emit, side, face, options.uv_shrink_ratio);
}
}
true
}
fn tiled_face(out: &mut impl FnMut(FluidVertex), side: Direction, face: [f32; 5], ratio: f32) {
let [a0, b0, a1, b1, plane] = face;
let positive = matches!(side, Direction::Up | Direction::South | Direction::East);
let shrink = ratio * 0.25;
let lerp = |v| v + shrink * (0.5 - v);
let mut a = a0;
while a < a1 {
let end_a = (a.floor() + 1.0).min(a1);
let (u0, u1) = if matches!(side, Direction::North | Direction::East) {
(end_a.ceil() - end_a, end_a.ceil() - a)
} else {
(a - a.floor(), end_a - a.floor())
};
let (u0, u1) = (lerp(u0), lerp(u1));
let mut b = b0;
while b < b1 {
let end_b = (b.floor() + 1.0).min(b1);
let (v0, v1) = if side == Direction::Up {
(b - b.floor(), end_b - b.floor())
} else {
(end_b.ceil() - end_b, end_b.ceil() - b)
};
let (v0, v1) = (lerp(v0), lerp(v1));
let positions = match side {
Direction::West | Direction::East => {
let (near, far) = if positive { (end_a, a) } else { (a, end_a) };
[
[plane, end_b, near],
[plane, b, near],
[plane, b, far],
[plane, end_b, far],
]
}
Direction::North | Direction::South => {
let (near, far) = if positive { (a, end_a) } else { (end_a, a) };
[
[near, end_b, plane],
[near, b, plane],
[far, b, plane],
[far, end_b, plane],
]
}
Direction::Down | Direction::Up => {
let (near, far) = if positive { (b, end_b) } else { (end_b, b) };
[
[a, plane, near],
[a, plane, far],
[end_a, plane, far],
[end_a, plane, near],
]
}
};
let normal = match side {
Direction::Down => [0, -1, 0],
Direction::Up => [0, 1, 0],
Direction::North => [0, 0, -1],
Direction::South => [0, 0, 1],
Direction::West => [-1, 0, 0],
Direction::East => [1, 0, 0],
};
for (pos, uv) in positions
.into_iter()
.zip([[u0, v0], [u0, v1], [u1, v1], [u1, v0]])
{
out(FluidVertex { pos, uv, normal });
}
b = end_b;
}
a = end_a;
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn source_tiling_is_outward_and_does_not_inset_geometry() {
let bounds = [-1.25, 0.125, -0.25, 1.5, 1.125, 0.75];
let mut result = Vec::new();
assert!(fluid_box(
bounds,
NativeFluidRenderOptions {
argb: None,
render_bottom: false,
uv_shrink_ratio: 4.0 / 2048.0,
},
|v| result.push(v),
));
assert_eq!(result.len(), (4 * 2 * 2 + 2 * 2 * 2 + 4 * 2) * 4);
for quad in result.as_chunks::<4>().0 {
let [a, b, c, _] = quad.map(|v| glam::Vec3::from_array(v.pos));
assert!(
(b - a)
.cross(c - a)
.dot(glam::Vec3::from_array(quad[0].normal.map(f32::from)))
> 0.0
);
assert!(
quad.iter()
.all(|v| (0..3).all(|i| v.pos[i] >= bounds[i] && v.pos[i] <= bounds[i + 3]))
);
}
assert!(
result
.iter()
.any(|v| v.pos == [bounds[0], bounds[4], bounds[2]])
);
assert!(!fluid_box(
[0.0, 0.0, 0.0, 1_000.0, 1_000.0, 1_000.0],
NativeFluidRenderOptions {
argb: None,
render_bottom: true,
uv_shrink_ratio: 0.0,
},
|_| panic!("invalid geometry must fail before emitting"),
));
}
#[test]
fn luminosity_changes_only_block_light() {
assert_eq!(fluid_light(0x20a0, 15), 0xf0a0);
assert_eq!(fluid_light(0x25a5, 15), 0xf0a0);
assert_eq!(fluid_light(0xe030, 3), 0xe030);
}
}
+55 -16
View File
@@ -9,6 +9,7 @@ use crate::{
environment::Sky,
world::World,
};
use horizon_core::random::{LegacyRandom, RandomSource};
use std::path::Path;
/// `FogType` of the camera position.
@@ -64,7 +65,7 @@ impl FogTables {
}
/// Fog state that evolves over time.
#[derive(Clone, Copy, Debug, Default)]
#[derive(Clone, Debug)]
pub struct FogState {
/// `LocalPlayer.waterVisionTime` (0..600).
pub water_vision_time: i32,
@@ -72,24 +73,28 @@ pub struct FogState {
pub rain_fog_multiplier: f32,
/// `LightmapRenderStateExtractor.blockLightFlicker`.
pub block_light_flicker: f32,
flicker_seed: u64,
/// `LightmapRenderStateExtractor.random`: `RandomSource.create()`.
flicker_random: LegacyRandom,
}
impl Default for FogState {
fn default() -> Self {
Self {
water_vision_time: 0,
rain_fog_multiplier: 0.0,
block_light_flicker: 0.0,
flicker_random: crate::random_source::create(),
}
}
}
impl FogState {
fn next_float(&mut self) -> f32 {
// splitmix64: the vanilla source is unseeded `RandomSource.create()`.
self.flicker_seed = self.flicker_seed.wrapping_add(0x9E37_79B9_7F4A_7C15);
let mut z = self.flicker_seed;
z = (z ^ (z >> 30)).wrapping_mul(0xBF58_476D_1CE4_E5B9);
z = (z ^ (z >> 27)).wrapping_mul(0x94D0_49BB_1331_11EB);
((z ^ (z >> 31)) >> 40) as f32 / (1u32 << 24) as f32
}
/// `LightmapRenderStateExtractor.tick`: the torch light flickers.
pub fn tick_flicker(&mut self) {
let r = &mut self.flicker_random;
let (a, b, c, d) = (
self.next_float(),
self.next_float(),
self.next_float(),
self.next_float(),
r.next_float(),
r.next_float(),
r.next_float(),
r.next_float(),
);
self.block_light_flicker += (a - b) * c * d * 0.1;
self.block_light_flicker *= 0.9;
@@ -413,6 +418,12 @@ pub fn clear_distance_fog(fog: &mut FogData, input: &FogInputs) {
(fog.environmental_start, fog.environmental_end) = (1e9, 2e9);
}
}
/// What `AtmosphericFogEnvironment.updateRainFogState` eases the rain fog toward: the rain, where
/// the sky reaches the eye, halved in a biome without precipitation.
pub fn rain_fog_target(rain: f32, sky_light: u8, biome_rains: bool) -> f32 {
let sky = ((f32::from(sky_light) - 8.0) / 7.0).clamp(0.0, 1.0);
rain * sky * if biome_rains { 1.0 } else { 0.5 }
}
/// Whether the frame draws no sky, only the clear to the fog colour: `LevelRenderer.addSkyPass`
/// leaves the sky out in lava and powder snow and while blindness or darkness is on (`Camera`'s
/// `doesMobEffectBlockSky`), and `GameRenderer.renderLevel` gives `LevelRenderer.render`
@@ -428,10 +439,14 @@ pub fn update_rain_fog(
biome_rains: bool,
delta_ticks: f32,
) {
let sky = ((f32::from(sky_light) - 8.0) / 7.0).clamp(0.0, 1.0);
let target = rain * sky * if biome_rains { 1.0 } else { 0.5 };
let target = rain_fog_target(rain, sky_light, biome_rains);
state.rain_fog_multiplier += (target - state.rain_fog_multiplier) * delta_ticks * 0.2;
}
/// The rain fog at its target at once: a frozen world under `HORIZON_STILL`, where the rain sits
/// at its level and easing would wait for ticks that do not come.
pub fn settle_rain_fog(state: &mut FogState, rain: f32, sky_light: u8, biome_rains: bool) {
state.rain_fog_multiplier = rain_fog_target(rain, sky_light, biome_rains);
}
fn rgb(c: u32) -> [f32; 3] {
[
(c >> 16 & 255) as f32 / 255.0,
@@ -726,6 +741,30 @@ mod tests {
assert_eq!(clear.environmental_end, settled.environmental_end);
assert_eq!(clear.color, settled.color);
}
/// Settling puts the rain fog at its target exactly, where a tick of easing moves it a fifth
/// of the way, as before.
#[test]
fn settled_rain_fog_is_its_target_and_easing_is_unchanged() {
assert_eq!(
rain_fog_target(1.0, 15, false),
0.5,
"a dry biome halves it"
);
assert_eq!(rain_fog_target(1.0, 8, true), 0.0, "no sky, no rain fog");
let start = FogState {
rain_fog_multiplier: 0.1,
..FogState::default()
};
let mut settled = start.clone();
settle_rain_fog(&mut settled, 0.5, 15, true);
assert_eq!(settled.rain_fog_multiplier, 0.5);
let mut eased = start;
update_rain_fog(&mut eased, 0.5, 15, true, 1.0);
assert_eq!(
eased.rain_fog_multiplier.to_bits(),
(0.1f32 + (0.5f32 - 0.1) * 1.0 * 0.2).to_bits()
);
}
#[test]
fn rain_fog_pulls_fog_in() {
let sky = Sky {
+135 -32
View File
@@ -126,11 +126,16 @@ struct Cache {
random: horizon_core::random::LegacyRandom,
}
pub struct Font {
/// The atlas rects of the sheets under `textures/font`.
/// The atlas rects of every texture, by resource name: a bitmap provider's
/// `file` may name any texture, not only one under `textures/font`.
sheets: HashMap<String, Rect>,
missing: Glyph,
white: Rect,
root: PathBuf,
/// The game's own resources, below a pack overlay: a font file the overlay
/// lacks (a pack adds providers over vanilla's, or the overlay left a
/// directory out) is read from here, as vanilla's resource stack does.
fallback: Option<PathBuf>,
/// Atlas size and the reserved dynamic region (y, height).
atlas: (u32, u32),
region: (u32, u32),
@@ -199,6 +204,13 @@ fn parse_hex(text: &[u8], out: &mut HashMap<u32, HexGlyph>) {
out.insert(codepoint, HexGlyph { rows, left, right });
}
}
/// A resource file's bytes, from `root` or, when the overlay lacks it, from
/// the game's own resources below (`defaults`).
fn read_resource(root: &Path, defaults: Option<&Path>, path: &str) -> Option<Vec<u8>> {
std::fs::read(root.join(path))
.ok()
.or_else(|| defaults.and_then(|d| std::fs::read(d.join(path)).ok()))
}
fn read_json(root: &Path, path: &str) -> Option<serde_json::Value> {
serde_json::from_slice(&std::fs::read(root.join(path)).ok()?).ok()
}
@@ -281,6 +293,7 @@ fn hex_advance(h: &HexGlyph) -> f32 {
/// pixels, copied into the atlas when first drawn.
fn load_bitmap(
root: &Path,
defaults: Option<&Path>,
p: &serde_json::Value,
sheets: &HashMap<String, Rect>,
pixels: &[u8],
@@ -290,22 +303,36 @@ fn load_bitmap(
let mut out = HashMap::new();
let file = p["file"].as_str().unwrap_or("");
let (ns, name) = file.split_once(':').unwrap_or(("minecraft", file));
let in_atlas = (ns == "minecraft")
.then(|| sheets.get(name.trim_end_matches(".png")).copied())
.flatten();
let name = name.trim_end_matches(".png");
// The atlas names the default namespace's textures by their path and every
// other namespace's as `namespace:path` (HudAtlas::build).
let atlas_name = if ns == "minecraft" {
name.to_owned()
} else {
format!("{ns}:{name}")
};
let in_atlas = sheets.get(&atlas_name).copied();
// The sheet: its size, and its pixels when they are not in the atlas.
let (sw, sh, sheet) = match in_atlas {
Some(rect) => {
let (w, h) = rect.texels(atlas);
(w, h, None)
}
None => match crate::hud::decode(&root.join(resource_path(file, "textures", ""))) {
Ok((w, h, rgba)) => (w, h, Some(Arc::new((w, rgba)))),
Err(_) => {
log::warn!("font sheet {file} could not be read");
return out;
None => {
let path = resource_path(file, "textures", "");
let sheet = crate::hud::decode(&root.join(&path)).or_else(|first| {
defaults
.and_then(|d| crate::hud::decode(&d.join(&path)).ok())
.ok_or(first)
});
match sheet {
Ok((w, h, rgba)) => (w, h, Some(Arc::new((w, rgba)))),
Err(_) => {
log::warn!("font sheet {file} could not be read");
return out;
}
}
},
}
};
let rows: Vec<Vec<char>> = p["chars"]
.as_array()
@@ -382,11 +409,13 @@ fn load_bitmap(
}
/// `TrueTypeGlyphProviderDefinition.load`: a TrueType file (not CFF) under
/// `font/`, its Unicode characters but the `skip` ones.
fn load_true_type(root: &Path, p: &serde_json::Value) -> Option<TrueType> {
fn load_true_type(root: &Path, defaults: Option<&Path>, p: &serde_json::Value) -> Option<TrueType> {
let file = p["file"].as_str()?;
let data = std::fs::read(root.join(resource_path(file, "font", "")))
.map_err(|e| log::warn!("font file {file}: {e}"))
.ok()?;
let path = resource_path(file, "font", "");
let Some(data) = read_resource(root, defaults, &path) else {
log::warn!("font file {file} could not be read");
return None;
};
// FT_Get_Font_Format must say TrueType: CFF outlines ("OTTO") are refused.
if data.starts_with(b"OTTO") {
log::warn!("font file {file} is not in TTF format");
@@ -486,13 +515,16 @@ impl TrueType {
)
}
}
fn load_hex(root: &Path, p: &serde_json::Value) -> HashMap<u32, HexGlyph> {
fn load_hex(root: &Path, defaults: Option<&Path>, p: &serde_json::Value) -> HashMap<u32, HexGlyph> {
let mut glyphs = HashMap::new();
let Some(file) = p["hex_file"].as_str() else {
return glyphs;
};
let path = root.join(resource_path(file, "", "").replace("//", "/"));
let Ok(zip) = Zip::open(&path) else {
let path = resource_path(file, "", "").replace("//", "/");
let Some(zip) = Zip::open(&root.join(&path))
.ok()
.or_else(|| defaults.and_then(|d| Zip::open(&d.join(&path)).ok()))
else {
return glyphs;
};
let names: Vec<String> = zip
@@ -603,7 +635,24 @@ impl Font {
region: (u32, u32),
white: Rect,
) -> Self {
Self::load_with(root, sprites, pixels, atlas, region, white, false)
Self::load_with(root, None, sprites, pixels, atlas, region, white, false)
}
/// [`Font::load`] over a pack overlay: a sheet, TrueType file or Unihex
/// file the overlay lacks is read from `defaults`, the game's own
/// resources, as vanilla's resource stack does. (Definitions stay the
/// overlay's: a pack's filter may hide one from a lower pack.)
#[allow(clippy::too_many_arguments)]
pub fn load_over(
root: &Path,
defaults: &Path,
sprites: &HashMap<String, Rect>,
pixels: &[u8],
atlas: (u32, u32),
region: (u32, u32),
white: Rect,
) -> Self {
let fallback = (root != defaults).then_some(defaults);
Self::load_with(root, fallback, sprites, pixels, atlas, region, white, false)
}
/// A server measures text but never draws it. Decode bitmap sheets only
/// to obtain advances, then release their pixels; never rasterize glyphs.
@@ -616,10 +665,21 @@ impl Font {
w: 1,
h: 1,
};
Self::load_with(root, &HashMap::new(), &[], (1, 1), (0, 0), white, true)
Self::load_with(
root,
None,
&HashMap::new(),
&[],
(1, 1),
(0, 0),
white,
true,
)
}
#[allow(clippy::too_many_arguments)]
fn load_with(
root: &Path,
fallback: Option<&Path>,
sprites: &HashMap<String, Rect>,
pixels: &[u8],
atlas: (u32, u32),
@@ -627,11 +687,7 @@ impl Font {
white: Rect,
metrics_only: bool,
) -> Self {
let sheets = sprites
.iter()
.filter(|(k, _)| k.starts_with("font/"))
.map(|(k, v)| (k.clone(), *v))
.collect();
let sheets = sprites.clone();
let font = Self {
sheets,
missing: Glyph {
@@ -645,6 +701,7 @@ impl Font {
},
white,
root: root.to_owned(),
fallback: fallback.map(|p| p.to_owned()),
atlas,
region,
metrics_only,
@@ -656,11 +713,8 @@ impl Font {
pending: Vec::new(),
full: false,
},
random: horizon_core::random::LegacyRandom::new(
std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.map_or(0, |d| d.as_nanos() as i64),
),
// `Font.random`: `RandomSource.create()`.
random: crate::random_source::create(),
}),
generation: std::cell::Cell::new(next_generation()),
uniform: false,
@@ -698,6 +752,7 @@ impl Font {
Filter::of(p),
load_bitmap(
&self.root,
self.fallback.as_deref(),
p,
&self.sheets,
pixels,
@@ -708,7 +763,7 @@ impl Font {
"unihex" => Some(Provider::Unihex(Filter::of(p), p.clone(), None)),
"ttf" => Some(Provider::TrueType(
Filter::of(p),
Box::new(load_true_type(&self.root, p)?),
Box::new(load_true_type(&self.root, self.fallback.as_deref(), p)?),
)),
_ => None,
})
@@ -868,7 +923,8 @@ impl Font {
}
}
Provider::Unihex(filter, def, glyphs) if filter.passes(uniform, japanese) => {
let glyphs = glyphs.get_or_insert_with(|| load_hex(&self.root, def));
let glyphs = glyphs
.get_or_insert_with(|| load_hex(&self.root, self.fallback.as_deref(), def));
if let Some(h) = glyphs.get(&u32::from(c)).copied()
&& !(non_fishy && fishy_advance(hex_advance(&h)))
{
@@ -1026,7 +1082,8 @@ impl Font {
}
}
Provider::Unihex(filter, def, glyphs) if filter.passes(uniform, japanese) => {
let glyphs = glyphs.get_or_insert_with(|| load_hex(&self.root, def));
let glyphs = glyphs
.get_or_insert_with(|| load_hex(&self.root, self.fallback.as_deref(), def));
if let Some(h) = glyphs.get(&u32::from(c)) {
return Some(hex_advance(h));
}
@@ -1512,6 +1569,52 @@ mod tests {
assert!(texels.iter().any(|t| t[0] == 255));
}
/// A bitmap provider's `file` can name any texture. When the atlas has that
/// texture (HUD packs keep their glyph sheets outside `textures/font`), the
/// glyphs are read from it instead of being copied into the small run-time
/// region one by one; the region then cannot fill up and turn later glyphs
/// into the missing one, whose advance shifts the rest of a HUD line.
#[test]
fn a_bitmap_sheet_outside_font_is_read_from_the_atlas() {
let sheet = png(16, 8, |x, _| x < 2 || (8..14).contains(&x));
let (_, _, pixels) = crate::hud::decode_bytes(&sheet).unwrap();
let rect = Rect {
u0: 0.0,
v0: 0.0,
u1: 1.0,
v1: 1.0,
w: 16,
h: 8,
};
for (ns, file, key) in [
("minecraft", "minecraft:hud/sheet.png", "hud/sheet"),
(
"hudengine",
"hudengine:font/sheet.png",
"hudengine:font/sheet",
),
] {
let def = format!(
r#"{{"providers":[{{"type":"bitmap","file":"{file}","ascent":7,"chars":["ab"]}}]}}"#
);
// The image is only in the atlas: the pack's copy is not on disk.
let root = root(
ns,
&[("assets/minecraft/font/default.json", def.as_bytes())],
);
let sprites = HashMap::from([(key.to_string(), rect)]);
let font = Font::load(&root, &sprites, &pixels, (16, 8), (0, 8), white());
let _ = std::fs::remove_dir_all(&root);
assert_eq!(font.glyph('a').advance, 3.0, "{ns}");
assert_eq!(font.glyph('b').advance, 7.0, "{ns}");
assert!(font.glyph('a').rect.is_some(), "{ns}");
assert!(
font.take_patches().is_empty(),
"{ns}: the atlas sheet is not copied into the run-time region"
);
}
}
#[test]
fn styles_pick_their_font_and_unknown_fonts_draw_missing_glyphs() {
let sheet = png(16, 8, |x, _| x < 2 || (8..14).contains(&x));
File diff suppressed because it is too large. Load diff
@@ -1040,7 +1040,14 @@ mod tests {
cache: None,
})
};
let mut flat = flat::Flat::new(&device, &terrain_layout, 4 * GRAIN, 0, pipeline);
let pipeline = &pipeline;
let solid = |layout: &wgpu::PipelineLayout, label: &str, _: &str, _: &str| {
super::super::SolidPipeline {
plain: pipeline(layout, label, "", "", None, None, true),
hdr: None,
}
};
let mut flat = flat::Flat::new(&device, &terrain_layout, 4 * GRAIN, 0, pipeline, solid);
let stride = std::mem::size_of::<crate::mesher::TerrainVertex>() as u64;
let mut translucent = Arena::translucent(&device, stride, 4 * GRAIN);
translucent.page_limit = 4 * GRAIN;
@@ -199,6 +199,8 @@ pub struct FrameInputs {
pub skybox: bool,
pub end_sky: bool,
pub end_sky_sprite: Option<[f32; 4]>,
#[serde(default)]
pub boss_world_fog: bool,
pub environment_fog: Option<(f32, f32)>,
pub water_fog: [f32; 3],
pub fog: Option<FogData>,
@@ -414,6 +416,7 @@ impl Renderer {
skybox: frame.skybox,
end_sky: frame.end_sky,
end_sky_sprite: frame.end_sky_sprite,
boss_world_fog: frame.boss_world_fog,
environment_fog: frame.environment_fog,
water_fog: frame.water_fog,
fog: frame.fog,
@@ -510,6 +513,7 @@ impl Scene {
skybox: f.skybox,
end_sky: f.end_sky,
end_sky_sprite: f.end_sky_sprite,
boss_world_fog: f.boss_world_fog,
environment_fog: f.environment_fog,
water_fog: f.water_fog,
fog: f.fog,
@@ -0,0 +1,416 @@
//! OptiFine custom sky layers on the GPU: one texture per layer, kept with the renderer (its pack),
//! a static skybox mesh of the 3x2 grid's six faces, and one pipeline per blend mode. A frame
//! uploads one small uniform per drawn layer ([`crate::custom_sky::Draw`]) and draws 36 vertices
//! each, after the vanilla sky's disc and sunrise and before the sun, moon and stars.
use glam::Mat4;
use horizon_optifine::sky::{Blend, Face};
use wgpu::util::DeviceExt;
use crate::custom_sky::{CustomSky as Pack, Draw};
/// The blend modes in the shader's `mode` order (custom_sky.wgsl).
const MODES: [Blend; 9] = [
Blend::Add,
Blend::Subtract,
Blend::Multiply,
Blend::Dodge,
Blend::Burn,
Blend::Screen,
Blend::Replace,
Blend::Overlay,
Blend::Alpha,
];
/// Layers drawn in a frame at most; a pack's later ones wait for a frame with fewer.
const MAX_DRAWS: usize = 32;
/// Dynamic uniform offsets are 256-byte aligned on every backend.
const STRIDE: u64 = 256;
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniform {
clip_from_sky: [[f32; 4]; 4],
brightness: f32,
mode: u32,
pad: [u32; 2],
}
#[repr(C)]
#[derive(Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
position: [f32; 3],
uv: [f32; 2],
cell: [f32; 4],
}
pub(super) struct CustomSky {
pipelines: Vec<wgpu::RenderPipeline>,
layout: wgpu::BindGroupLayout,
sampler: wgpu::Sampler,
uniform: wgpu::Buffer,
vertices: wgpu::Buffer,
/// One bind group per layer texture of the pack.
groups: Vec<wgpu::BindGroup>,
/// This frame's layers: bind group and pipeline indices.
frame: Vec<(u16, u8)>,
}
/// The fragment's output for each mode is in custom_sky.wgsl; these factors finish it.
fn blend(mode: Blend) -> wgpu::BlendComponent {
use wgpu::BlendFactor as F;
let (src_factor, dst_factor, operation) = match mode {
Blend::Add => (F::One, F::One, wgpu::BlendOperation::Add),
Blend::Subtract => (F::One, F::One, wgpu::BlendOperation::ReverseSubtract),
Blend::Multiply => (F::Zero, F::Src, wgpu::BlendOperation::Add),
// dst + dst * src: lightens.
Blend::Dodge => (F::Dst, F::One, wgpu::BlendOperation::Add),
// dst * (1 - src): darkens.
Blend::Burn => (F::Zero, F::OneMinusSrc, wgpu::BlendOperation::Add),
// src + dst * (1 - src) = 1 - (1 - src)(1 - dst).
Blend::Screen => (F::One, F::OneMinusSrc, wgpu::BlendOperation::Add),
Blend::Replace => (F::One, F::Zero, wgpu::BlendOperation::Add),
// dst * src + src * dst.
Blend::Overlay => (F::Dst, F::Src, wgpu::BlendOperation::Add),
Blend::Alpha => (F::SrcAlpha, F::OneMinusSrcAlpha, wgpu::BlendOperation::Add),
};
wgpu::BlendComponent {
src_factor,
dst_factor,
operation,
}
}
/// The skybox's 36 vertices: two triangles per face, each corner with its cell's UV.
fn mesh() -> Vec<Vertex> {
let mut out = Vec::with_capacity(36);
for face in Face::ALL {
let cell = face.cell();
let [u0, v0, u1, v1] = cell;
let uv = [[u0, v0], [u1, v0], [u1, v1], [u0, v1]];
let corners = face.corners();
for i in [0, 1, 2, 0, 2, 3] {
out.push(Vertex {
position: corners[i],
uv: uv[i],
cell,
});
}
}
out
}
impl CustomSky {
pub(super) fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Custom sky bindings"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(
std::mem::size_of::<Uniform>() as u64
),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Custom sky shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("custom_sky.wgsl").into()),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Custom sky layout"),
bind_group_layouts: &[Some(&layout)],
..Default::default()
});
let attributes = wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x4];
let pipelines = MODES
.iter()
.map(|&mode| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Custom sky layer"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_custom_sky"),
compilation_options: Default::default(),
buffers: &[Some(wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &attributes,
})],
},
primitive: wgpu::PrimitiveState {
cull_mode: None,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(false),
depth_compare: Some(wgpu::CompareFunction::Always),
stencil: Default::default(),
bias: Default::default(),
}),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_custom_sky"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
// The frame's alpha is HDR output's mark (hdr.wgsl): the sky
// under the layers keeps its own.
blend: Some(wgpu::BlendState {
color: blend(mode),
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::Zero,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
}),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
})
})
.collect();
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Custom sky"),
min_filter: wgpu::FilterMode::Linear,
mag_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let uniform = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Custom sky layers"),
size: STRIDE * MAX_DRAWS as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let vertices = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Custom sky box"),
contents: bytemuck::cast_slice(&mesh()),
usage: wgpu::BufferUsages::VERTEX,
});
Self {
pipelines,
layout,
sampler,
uniform,
vertices,
groups: Vec::new(),
frame: Vec::new(),
}
}
/// The pack's layer textures, replacing any before.
pub(super) fn set_pack(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, pack: &Pack) {
let limit = device.limits().max_texture_dimension_2d;
self.groups = pack
.images
.iter()
.map(|image| {
// Too large for this GPU: a 1x1 transparent texel, so the layer draws nothing.
let (width, height, rgba) = if image.width <= limit && image.height <= limit {
(image.width, image.height, &image.rgba[..])
} else {
log::warn!(
"custom sky texture of {}x{} too large",
image.width,
image.height
);
(1, 1, &[0u8; 4][..])
};
let texture = device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor {
label: Some("Custom sky layer"),
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 | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
},
wgpu::util::TextureDataOrder::LayerMajor,
rgba,
);
let view = texture.create_view(&Default::default());
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Custom sky layer"),
layout: &self.layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: &self.uniform,
offset: 0,
size: wgpu::BufferSize::new(std::mem::size_of::<Uniform>() as u64),
}),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
})
})
.collect();
}
/// Upload this frame's layers; `clip` is clip space from camera-relative world.
pub(super) fn prepare(
&mut self,
uploads: &mut super::upload::Uploads,
encoder: &mut wgpu::CommandEncoder,
clip: Mat4,
draws: &[Draw],
) {
self.frame.clear();
for draw in draws.iter().take(MAX_DRAWS) {
if usize::from(draw.image) >= self.groups.len() {
continue;
}
let mode = MODES.iter().position(|m| *m == draw.blend).unwrap_or(0);
let uniform = Uniform {
clip_from_sky: (clip * draw.rotation).to_cols_array_2d(),
brightness: draw.brightness.clamp(0.0, 1.0),
mode: mode as u32,
pad: [0; 2],
};
let offset = STRIDE * self.frame.len() as u64;
uploads.buffer(encoder, &self.uniform, offset, bytemuck::bytes_of(&uniform));
self.frame.push((draw.image, mode as u8));
}
}
pub(super) fn is_drawing(&self) -> bool {
!self.frame.is_empty()
}
/// The layers [`CustomSky::prepare`] uploaded. Leaves the pass's pipeline and bind group 0
/// changed.
pub(super) fn draw(&self, pass: &mut wgpu::RenderPass<'_>) {
pass.set_vertex_buffer(0, self.vertices.slice(..));
for (i, &(image, mode)) in self.frame.iter().enumerate() {
pass.set_pipeline(&self.pipelines[usize::from(mode)]);
pass.set_bind_group(
0,
&self.groups[usize::from(image)],
&[(STRIDE * i as u64) as u32],
);
pass.draw(0..36, 0..1);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
/// What a blend leaves a sky texel of `dst` with when the shader outputs `src`
/// (custom_sky.wgsl) for a layer texel `t` at brightness `b`, per channel.
fn mix(mode: Blend, dst: f32, t: f32, a: f32, b: f32) -> f32 {
let k = a * b;
let src = match mode {
Blend::Multiply => 1.0 + (t - 1.0) * k,
Blend::Overlay => 0.5 + (t - 0.5) * k,
Blend::Replace | Blend::Alpha => t,
_ => t * k,
};
let c = blend(mode);
let f = |factor: wgpu::BlendFactor| match factor {
wgpu::BlendFactor::One => 1.0,
wgpu::BlendFactor::Zero => 0.0,
wgpu::BlendFactor::Src => src,
wgpu::BlendFactor::OneMinusSrc => 1.0 - src,
wgpu::BlendFactor::Dst => dst,
wgpu::BlendFactor::SrcAlpha => k,
wgpu::BlendFactor::OneMinusSrcAlpha => 1.0 - k,
other => panic!("{other:?}"),
};
let (s, d) = (src * f(c.src_factor), dst * f(c.dst_factor));
match c.operation {
wgpu::BlendOperation::Add => s + d,
wgpu::BlendOperation::ReverseSubtract => d - s,
other => panic!("{other:?}"),
}
}
#[test]
fn every_mode_gives_its_documented_result() {
let close = |a: f32, b: f32| assert!((a - b).abs() < 1e-6, "{a} != {b}");
// Full brightness and alpha, a sky texel of 0.4 under a layer texel of 0.8.
let (d, t) = (0.4, 0.8);
close(mix(Blend::Add, d, t, 1.0, 1.0), 1.2);
close(mix(Blend::Subtract, d, t, 1.0, 1.0), -0.4);
close(mix(Blend::Multiply, d, t, 1.0, 1.0), 0.32);
close(mix(Blend::Screen, d, t, 1.0, 1.0), 1.0 - 0.6 * 0.2);
close(mix(Blend::Replace, d, t, 1.0, 1.0), 0.8);
close(mix(Blend::Overlay, d, t, 1.0, 1.0), 0.64);
close(mix(Blend::Overlay, d, 0.2, 1.0, 1.0), 0.16);
close(mix(Blend::Alpha, d, t, 0.25, 1.0), 0.4 * 0.75 + 0.8 * 0.25);
assert!(mix(Blend::Dodge, d, t, 1.0, 1.0) > d);
assert!(mix(Blend::Burn, d, t, 1.0, 1.0) < d);
// Faded out, every mode but replace (drawn only when bright) leaves the sky alone.
for mode in MODES {
if mode != Blend::Replace {
close(mix(mode, d, t, 1.0, 0.0), d);
}
}
// Half faded: add adds half.
close(mix(Blend::Add, d, t, 1.0, 0.5), 0.8);
}
#[test]
fn the_shader_validates() {
let module = naga::front::wgsl::parse_str(include_str!("custom_sky.wgsl")).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap();
}
#[test]
fn the_box_covers_every_face_with_its_cell() {
let mesh = mesh();
assert_eq!(mesh.len(), 36);
for v in &mesh {
let [u0, v0, u1, v1] = v.cell;
assert!((u0..=u1).contains(&v.uv[0]) && (v0..=v1).contains(&v.uv[1]));
assert_eq!(v.position.iter().filter(|c| c.abs() == 1.0).count(), 3);
}
}
}
@@ -0,0 +1,61 @@
// OptiFine custom sky layers (gfx/custom_sky.rs): one skybox per draw, its six faces cut from a
// 3x2 texture, mixed with the sky under it by the pipeline's blend. The fragment's output is
// chosen so that blend gives the layer's documented mode at its brightness, and a layer at
// brightness 0 leaves the sky as it was.
struct Layer {
// Projection * view (camera-relative) * the layer's rotation.
clip_from_sky: mat4x4<f32>,
brightness: f32,
// horizon_optifine::sky::Blend, in gfx/custom_sky.rs's MODES order.
mode: u32,
}
@group(0) @binding(0) var<uniform> layer: Layer;
@group(0) @binding(1) var sky_texture: texture_2d<f32>;
@group(0) @binding(2) var sky_sampler: sampler;
struct Out {
@builtin(position) clip: vec4<f32>,
@location(0) uv: vec2<f32>,
// The face's cell (u0, v0, u1, v1): sampling stays half a texel inside it.
@location(1) @interpolate(flat) cell: vec4<f32>,
}
@vertex fn vs_custom_sky(
@location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>,
@location(2) cell: vec4<f32>,
) -> Out {
var out: Out;
out.clip = layer.clip_from_sky * vec4(position * 100.0, 1.0);
out.uv = uv;
out.cell = cell;
return out;
}
const ADD: u32 = 0u;
const SUBTRACT: u32 = 1u;
const MULTIPLY: u32 = 2u;
const DODGE: u32 = 3u;
const BURN: u32 = 4u;
const SCREEN: u32 = 5u;
const REPLACE: u32 = 6u;
const OVERLAY: u32 = 7u;
const ALPHA: u32 = 8u;
@fragment fn fs_custom_sky(in: Out) -> @location(0) vec4<f32> {
let half = 0.5 / vec2<f32>(textureDimensions(sky_texture));
let uv = clamp(in.uv, in.cell.xy + half, in.cell.zw - half);
let t = textureSample(sky_texture, sky_sampler, uv);
let k = t.a * layer.brightness;
switch layer.mode {
// dst * src: white leaves the sky alone.
case MULTIPLY: { return vec4(mix(vec3(1.0), t.rgb, k), 1.0); }
// 2 * dst * src: grey leaves it alone.
case OVERLAY: { return vec4(mix(vec3(0.5), t.rgb, k), 1.0); }
case REPLACE: { return vec4(t.rgb, 1.0); }
// mix(dst, src, alpha).
case ALPHA: { return vec4(t.rgb, k); }
// add, subtract, dodge, burn, screen: the layer premultiplied, black leaves it alone.
default: { return vec4(t.rgb * k, 1.0); }
}
}
@@ -14,8 +14,24 @@ use super::Vertex;
/// material at the end: the render types vanilla gives an `OitPipelineSet`
/// (translucent, emissive, eyes and breeze wind entity models). Off, the tag is
/// ignored and they stay in the first one, in their order.
/// Two native world-canvas text materials follow it, NORMAL then POLYGON_OFFSET.
const MATERIALS: usize = 12;
/// Sorted still-fluid geometry follows, then the two native world-canvas text materials,
/// NORMAL and POLYGON_OFFSET. Material storage order is independent of their draw stages.
const MATERIALS: usize = 16;
pub const TERRAIN_MODEL_SOLID_OVERLAY: u32 = 42;
pub const TERRAIN_MODEL_CUTOUT_OVERLAY: u32 = 43;
pub const TERRAIN_MODEL_CUTOUT_MIPPED_OVERLAY: u32 = 44;
/// Native terrain-array UV/payloads must never enter a shared-atlas shader-pack pass.
pub fn is_native_terrain(layer: u32) -> bool {
matches!(
layer & 0xffff,
FLUID_OVERLAY
| TERRAIN_MODEL_SOLID_OVERLAY
| TERRAIN_MODEL_CUTOUT_OVERLAY
| TERRAIN_MODEL_CUTOUT_MIPPED_OVERLAY
)
}
/// Sorted depth-writing still fluid, sampling terrain sprite arrays rather than the shared atlas.
pub const FLUID_OVERLAY: u32 = 41;
/// A bit of `Vertex::layer`, above the overlay (low 16 bits) and the HDR tier
/// (bits 16 to 23): the quad's render type has an `OitPipelineSet`
/// (`RenderTypes.entityTranslucent`, `entityTranslucentEmissive`, `eyes`,
@@ -31,7 +47,9 @@ pub const DISSOLVE_OVERLAY: u32 = 38;
/// (`OIT_ENTITY`): improved transparency draws them in its stages.
pub fn mark_oit(quads: &mut [Vertex]) {
for vertex in quads {
vertex.layer |= OIT_ENTITY;
if !is_native_terrain(vertex.layer) {
vertex.layer |= OIT_ENTITY;
}
}
}
/// The overlay of depth-only quads that hide water (`RenderTypes.waterMask`).
@@ -60,12 +78,21 @@ pub const WORLD_TEXT_POLYGON_OFFSET_OVERLAY: u32 = 40;
/// The material of a quad by its overlay (`MATERIALS` order): the overlay is the layer's low 16
/// bits, as entity.wgsl reads it; HDR output's tier rides in the high ones.
fn material(layer: u32, oit: bool) -> usize {
match layer & 0xffff {
TERRAIN_MODEL_SOLID_OVERLAY => return 13,
TERRAIN_MODEL_CUTOUT_OVERLAY => return 14,
TERRAIN_MODEL_CUTOUT_MIPPED_OVERLAY => return 15,
_ => {}
}
if layer & 0xffff == FLUID_OVERLAY {
return 10;
}
if oit && layer & OIT_ENTITY != 0 {
return 9;
}
match layer & 0xffff {
WORLD_TEXT_OVERLAY => 10,
WORLD_TEXT_POLYGON_OFFSET_OVERLAY => 11,
WORLD_TEXT_OVERLAY => 11,
WORLD_TEXT_POLYGON_OFFSET_OVERLAY => 12,
TEXT_POLYGON_OFFSET_OVERLAY => 1,
11 => 2,
12 => 3,
@@ -148,10 +175,10 @@ impl EntityBatch {
}
}
}
// RenderType.text sorts alpha-blended quads from far to near. Keep
// both world-canvas layers after existing materials (including eyes
// moved out of additive); front text uses polygon offset.
for runs in &self.runs[10..] {
// Fluid and RenderType.text sort their own alpha-blended quads far to
// near. Fluid precedes both world-canvas layers, after existing materials
// (including eyes moved out of additive).
for runs in &self.runs[10..13] {
let start = self.combined.len();
for &(first, count) in runs {
self.combined
@@ -169,6 +196,13 @@ impl EntityBatch {
distance(b).total_cmp(&distance(a))
});
}
// Native solid/cutout models are depth writing and keep their submission order.
for runs in &self.runs[13..] {
for &(first, count) in runs {
self.combined
.extend_from_slice(&entities[first * 4..(first + count) * 4]);
}
}
if self.moved_additive == 0 {
self.combined.extend_from_slice(additive);
} else {
@@ -189,7 +223,57 @@ mod tests {
use super::*;
use std::{hint::black_box, time::Instant};
#[test]
fn world_canvas_sorts_after_oit_eyes_before_frame_tails() {
fn native_models_keep_opaque_order_and_do_not_move_existing_materials_or_tails() {
let quad = |layer, x| {
[Vertex {
layer,
pos: [x, 0.0, 0.0],
..geometry(1, false)[0]
}; 4]
};
let entities: Vec<_> = [
(FLUID_OVERLAY, 10.0),
(WORLD_TEXT_OVERLAY, 11.0),
(TERRAIN_MODEL_SOLID_OVERLAY | 279 << 16, 3.0),
(TERRAIN_MODEL_SOLID_OVERLAY, 1.0),
(TERRAIN_MODEL_CUTOUT_OVERLAY, 4.0),
(TERRAIN_MODEL_CUTOUT_MIPPED_OVERLAY, 5.0),
(OIT_ENTITY, 6.0),
(0, 7.0),
]
.into_iter()
.flat_map(|(layer, x)| quad(layer, x))
.collect();
let mut batch = EntityBatch::default();
let counts = batch.update(
&entities,
&quad(0, 8.0),
&quad(0, 9.0),
&quad(0, 12.0),
true,
);
assert_eq!(counts, [1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 2, 1, 1]);
let xs: Vec<_> = batch.combined.iter().step_by(4).map(|v| v.pos[0]).collect();
assert_eq!(
xs,
[7.0, 6.0, 10.0, 11.0, 3.0, 1.0, 4.0, 5.0, 8.0, 9.0, 12.0]
);
assert_eq!(
batch.combined[16].layer,
TERRAIN_MODEL_SOLID_OVERLAY | 279 << 16
);
}
#[test]
fn tagging_oit_does_not_corrupt_a_native_models_sprite_index() {
let mut vertices = [geometry(1, false)[0]; 2];
vertices[0].layer = TERRAIN_MODEL_CUTOUT_OVERLAY | 17 << 16;
vertices[1].layer = 3;
mark_oit(&mut vertices);
assert_eq!(vertices[0].layer, TERRAIN_MODEL_CUTOUT_OVERLAY | 17 << 16);
assert_eq!(vertices[1].layer, 3 | OIT_ENTITY);
}
#[test]
fn fluid_and_world_canvas_sort_after_oit_eyes_before_frame_tails() {
let quad = |layer, x| {
[Vertex {
layer,
@@ -204,6 +288,8 @@ mod tests {
(WORLD_TEXT_OVERLAY, 4.0),
(WORLD_TEXT_OVERLAY, 5.0),
(WORLD_TEXT_POLYGON_OFFSET_OVERLAY, 6.0),
(FLUID_OVERLAY, 11.0),
(FLUID_OVERLAY | OIT_ENTITY, 12.0),
]
.into_iter()
.flat_map(|(layer, x)| quad(layer, x))
@@ -215,12 +301,14 @@ mod tests {
let mut batch = EntityBatch::default();
assert_eq!(
batch.update(&entities, &additive, &quad(0, 9.0), &quad(0, 10.0), true),
[1, 1, 0, 0, 0, 0, 0, 0, 0, 2, 2, 1]
[1, 1, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 1, 0, 0, 0]
);
let positions: Vec<_> = batch.combined.iter().step_by(4).map(|v| v.pos[0]).collect();
assert_eq!(
positions,
[1.0, 2.0, 3.0, 7.0, 5.0, 4.0, 6.0, 8.0, 9.0, 10.0]
[
1.0, 2.0, 3.0, 7.0, 12.0, 11.0, 5.0, 4.0, 6.0, 8.0, 9.0, 10.0
]
);
}
@@ -320,12 +408,12 @@ mod tests {
let mut batch = EntityBatch::default();
// Off: the tag changes nothing, the quads keep their place.
let counts = batch.update(&entities, &[], &[], &[], false);
assert_eq!(counts, [4, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0]);
assert_eq!(counts, [4, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0]);
let xs: Vec<f32> = batch.combined.iter().step_by(4).map(|v| v.pos[0]).collect();
assert_eq!(xs, [0.0, 1.0, 2.0, 4.0, 3.0]);
// On: the tagged quads come last, in order.
let counts = batch.update(&entities, &[], &[], &[], true);
assert_eq!(counts, [2, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0]);
assert_eq!(counts, [2, 0, 0, 0, 0, 0, 1, 0, 0, 2, 0, 0, 0, 0, 0, 0]);
let xs: Vec<f32> = batch.combined.iter().step_by(4).map(|v| v.pos[0]).collect();
assert_eq!(xs, [0.0, 2.0, 3.0, 1.0, 4.0]);
}
+10 -16
View File
@@ -17,6 +17,7 @@
//! copied after the test, which tells which ones it saw: each run of a page
//! reserves room for all of its draws, the copy packs the seen ones at its
//! start, and the run is drawn indirectly with the count the copy reached.
use super::SolidPipeline;
use super::arena::GRAIN;
/// One section draw for `flatten.wgsl`: index count, first sorted index (or
@@ -86,12 +87,12 @@ pub struct Call {
pub struct Flat {
/// The solid draws in one pass (`fs_solid`), where the GPU doesn't hide pixels
/// by tiles (`split_solid` in `Renderer::draw_frame`: elsewhere than Metal).
pub solid: wgpu::RenderPipeline,
pub solid: SolidPipeline,
/// The solid draws in two passes, each over its own part of the draws (terrain.wgsl's
/// `opaque_quad`): the quads with no cutout first, through a shader that never discards,
/// then the rest.
pub solid_opaque: wgpu::RenderPipeline,
pub solid_cutout: wgpu::RenderPipeline,
pub solid_opaque: SolidPipeline,
pub solid_cutout: SolidPipeline,
/// The solid draws as the water mirror's camera draws them (`fs_solid_mirror`).
pub solid_mirror: wgpu::RenderPipeline,
pub translucent: wgpu::RenderPipeline,
@@ -357,7 +358,8 @@ fn plan(
impl Flat {
/// `pipeline(layout, label, vertex entry, fragment entry, blend, cull, pulled)` builds a
/// terrain pipeline as the per-section ones, without the origin buffer, and without
/// vertex buffers when `pulled` (its vertex shader reads the page, `ARENA_BINDING`).
/// vertex buffers when `pulled` (its vertex shader reads the page, `ARENA_BINDING`);
/// `solid(layout, label, vertex entry, fragment entry)` a pulled solid one.
pub fn new(
device: &wgpu::Device,
terrain_layout: &wgpu::BindGroupLayout,
@@ -372,6 +374,7 @@ impl Flat {
Option<wgpu::Face>,
bool,
) -> wgpu::RenderPipeline,
solid: impl Fn(&wgpu::PipelineLayout, &str, &str, &str) -> SolidPipeline,
) -> Self {
let vertex = wgpu::ShaderStages::VERTEX;
let compute = wgpu::ShaderStages::COMPUTE;
@@ -432,32 +435,23 @@ impl Flat {
Self {
// The solid draws read either layout of the solid quads (`mesher::packed`) from
// the page; translucent ones keep their vertex buffer.
solid: pipeline(
solid: solid(
&layout,
"Terrain solid (flat)",
"vs_section_flat",
"fs_solid",
None,
back,
true,
),
solid_opaque: pipeline(
solid_opaque: solid(
&layout,
"Terrain solid opaque (flat)",
"vs_section_flat_opaque",
"fs_opaque",
None,
back,
true,
),
solid_cutout: pipeline(
solid_cutout: solid(
&layout,
"Terrain solid cutout (flat)",
"vs_section_flat_cutout",
"fs_solid",
None,
back,
true,
),
// The mirror flips the winding: its solid terrain culls the front.
solid_mirror: pipeline(
@@ -0,0 +1,69 @@
//! Sorted still-fluid material: ordinary back culling, alpha blend and color/depth writes.
pub(super) const SAMPLER: wgpu::SamplerDescriptor<'static> = wgpu::SamplerDescriptor {
label: Some("Still fluid (nearest texels, linear mipmaps)"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::MipmapFilterMode::Linear,
lod_min_clamp: 0.0,
lod_max_clamp: 32.0,
compare: None,
anisotropy_clamp: 1,
border_color: None,
};
pub(super) fn pipeline(
device: &wgpu::Device,
layout: Option<&wgpu::PipelineLayout>,
shader: &wgpu::ShaderModule,
format: wgpu::TextureFormat,
constants: &[(&str, f64)],
) -> wgpu::RenderPipeline {
let attributes = wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2,2=>Uint32,3=>Unorm8x4,4=>Uint8x4,5=>Snorm8x4,6=>Float32x2];
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Still fluid"),
layout,
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_native_fluid"),
compilation_options: wgpu::PipelineCompilationOptions {
constants,
..Default::default()
},
buffers: &[Some(wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<super::Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &attributes,
})],
},
primitive: wgpu::PrimitiveState {
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::GreaterEqual),
stencil: Default::default(),
bias: Default::default(),
}),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_native_fluid"),
compilation_options: wgpu::PipelineCompilationOptions {
constants,
..Default::default()
},
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
})
}
+632 -99
View File
@@ -72,8 +72,29 @@ fn named(name: Option<&str>) -> Option<Output> {
struct Targets {
size: [u32; 2],
frame: wgpu::Texture,
/// The world as `keep_world` kept it; on the layered frame, the frame as the world and the
/// hand marked it, for `resolve`.
world: wgpu::Texture,
coverage: Option<wgpu::Texture>,
/// The layered frame's HUD target: what the HUD draws on.
hud: Option<wgpu::Texture>,
group: wgpu::BindGroup,
/// The layered frame's passes' bindings: `resolve`, `keep_world` and `composite`.
passes: Option<[wgpu::BindGroup; 3]>,
}
/// The float frame with HUD coverage (`hud_coverage::supported`, docs/design/hdr-linear-light.md
/// "The HUD and menus"): the world's marks become light once, after the world and the hand
/// (`resolve`); the camera overlays draw on that light; the HUD draws on a target of its own,
/// the world clipped to white (`keep_world`); and the last pass composites the HUD over the
/// world's light by its coverage (`fs_hdr_layered`), as the menu blur does before it blurs
/// (`composite`).
struct Layered {
resolve: (wgpu::BindGroupLayout, wgpu::RenderPipeline),
keep: (wgpu::BindGroupLayout, wgpu::RenderPipeline),
composite: (wgpu::BindGroupLayout, wgpu::RenderPipeline),
/// What `resolve` and `composite` read, written before they run (`begin`).
params: wgpu::Buffer,
}
/// How one tier of light sources (`mesher::hdr_tier`) shines: `share` of the headroom for
@@ -155,6 +176,7 @@ pub struct Hdr {
targets: Option<Targets>,
/// `HORIZON_HDR_DEBUG=1`: grey what isn't expanded, tint what is magenta.
debug: bool,
layered: Option<Layered>,
/// Paper white and peak brightness, in nits.
pub paper_white: f32,
pub peak: f32,
@@ -181,28 +203,67 @@ impl Hdr {
queue: &wgpu::Queue,
format: wgpu::TextureFormat,
output: Output,
coverage: bool,
) -> Self {
let debug = std::env::var("HORIZON_HDR_DEBUG").ok();
Self::with_debug(device, queue, format, output, coverage, debug.as_deref())
}
fn with_debug(
device: &wgpu::Device,
queue: &wgpu::Queue,
format: wgpu::TextureFormat,
output: Output,
coverage: bool,
debug: Option<&str>,
) -> Self {
let coverage_debug = coverage && debug == Some("coverage");
// The layered frame's last pass, else today's.
let entry_point = if coverage { "fs_hdr_layered" } else { "fs_hdr" };
let mut source = include_str!("../hdr.wgsl").to_owned();
if coverage_debug {
// The debug view wraps the last pass as it is, so the picture under the tint is
// exactly the one without it.
let entry = format!(
"@fragment fn {entry_point}(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32>"
);
assert!(
source.contains(&entry),
"hdr.wgsl's {entry_point} changed its signature"
);
source = source.replace(&entry, "fn picture_hdr(pos: vec4<f32>) -> vec4<f32>");
source.push_str(&entry);
source.push_str(
r#" {
let picture = picture_hdr(pos);
let c = textureLoad(coverage, vec2<i32>(pos.xy), 0).r;
// Magenta at paper white, in the output's own encoding.
let paper = vec3(params.paper, 0.0, params.paper);
let magenta = select(paper, pq(BT709_TO_BT2020 * paper * 80.0), params.pq > 0.5);
return vec4(mix(picture.rgb, magenta, c), picture.a);
}
"#,
);
}
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Horizon HDR"),
source: wgpu::ShaderSource::Wgsl(include_str!("../hdr.wgsl").into()),
source: wgpu::ShaderSource::Wgsl(source.into()),
});
let texture = |binding| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
};
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Horizon HDR bindings"),
entries: &[
texture(0),
texture(1),
texture(3),
wgpu::BindGroupLayoutEntry {
// hdr.wgsl's bindings: the textures at `textures`, and its `Params` at 2 if `params`.
let layout = |label, textures: &[u32], params: bool| {
let texture = |binding| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
};
let mut entries: Vec<_> = textures.iter().map(|&b| texture(b)).collect();
if params {
entries.push(wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
@@ -211,17 +272,22 @@ impl Hdr {
min_binding_size: None,
},
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Horizon HDR"),
bind_group_layouts: &[Some(&layout)],
..Default::default()
});
let pipeline_for = |format| {
});
}
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some(label),
entries: &entries,
})
};
// One full-screen pass of hdr.wgsl's `entry` into `format`, reading `layout`.
let pass = |label, layout: &wgpu::BindGroupLayout, entry, format| {
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some(label),
bind_group_layouts: &[Some(layout)],
..Default::default()
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Horizon HDR"),
label: Some(label),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
@@ -234,7 +300,7 @@ impl Hdr {
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_hdr"),
entry_point: Some(entry),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format,
@@ -246,6 +312,30 @@ impl Hdr {
cache: None,
})
};
let layout_bindings: &[u32] = if coverage { &[0, 3, 4, 5] } else { &[0, 1, 3] };
let display = layout("Horizon HDR bindings", layout_bindings, true);
let pipeline_for = |format| pass("Horizon HDR", &display, entry_point, format);
let params = || {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Horizon HDR parameters"),
size: 64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
})
};
let layered = coverage.then(|| {
let with = |label, textures: &[u32], params, entry| {
let layout = layout(label, textures, params);
let pipeline = pass(label, &layout, entry, format);
(layout, pipeline)
};
Layered {
resolve: with("Horizon HDR marks to light", &[1], true, "fs_resolve"),
keep: with("Horizon HDR HUD backdrop", &[0], false, "fs_keep"),
composite: with("Horizon HDR composite", &[0, 4, 5], true, "fs_composite"),
params: params(),
}
});
let alpha_pass = |label, blend| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
@@ -288,27 +378,20 @@ impl Hdr {
alpha: scale_alpha,
}),
);
let params = || {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Horizon HDR parameters"),
size: 64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
})
};
Self {
logo: logo_mask(device, queue),
layout,
pipeline: pipeline_for(output.format()),
capture_pipeline: pipeline_for(Output::Pq.format()),
layout: display,
clear_alpha,
hand_mark,
params: params(),
capture_pipeline: pipeline_for(Output::Pq.format()),
capture_params: params(),
output,
format,
targets: None,
debug: std::env::var_os("HORIZON_HDR_DEBUG").is_some_and(|v| v == "1"),
debug: debug == Some("1"),
layered,
paper_white: 200.0,
peak: 1000.0,
black: 0.0,
@@ -324,7 +407,7 @@ impl Hdr {
/// The frame every pass draws into this frame, sized like the window.
pub fn frame(&mut self, device: &wgpu::Device, size: [u32; 2]) -> wgpu::Texture {
if self.targets.as_ref().is_none_or(|t| t.size != size) {
let texture = |label, usage| {
let texture = |label, format, usage| {
device.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size: wgpu::Extent3d {
@@ -335,52 +418,185 @@ impl Hdr {
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.format,
format,
usage: usage | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
})
};
let frame = texture(
"Horizon HDR frame",
self.format,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
);
let world = texture(
"Horizon HDR world",
self.format,
wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::RENDER_ATTACHMENT,
);
let view = |t: &wgpu::Texture| t.create_view(&Default::default());
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Horizon HDR bindings"),
layout: &self.layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view(&frame)),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&view(&world)),
},
wgpu::BindGroupEntry {
binding: 2,
resource: self.params.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(&self.logo),
},
],
let layered = self.layered.is_some();
let coverage = layered.then(|| {
texture(
"HUD coverage",
super::hud_coverage::FORMAT,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
)
});
// In the frame's format, so the HUD's pipelines draw on it as on the frame with HDR
// off; the last pass clips it at white.
let hud = layered.then(|| {
texture(
"HUD",
self.format,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
)
});
let group = self.group(
device,
&frame,
&world,
coverage.as_ref(),
hud.as_ref(),
&self.params,
);
let passes = self
.layered
.as_ref()
.zip(coverage.as_ref().zip(hud.as_ref()))
.map(|(l, (coverage, hud))| {
let view = |t: &wgpu::Texture| t.create_view(&Default::default());
let (frame, world, coverage, hud) =
(view(&frame), view(&world), view(coverage), view(hud));
let entry = |binding, view| wgpu::BindGroupEntry {
binding,
resource: wgpu::BindingResource::TextureView(view),
};
let params = wgpu::BindGroupEntry {
binding: 2,
resource: l.params.as_entire_binding(),
};
let group = |layout, entries: &[wgpu::BindGroupEntry]| {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Horizon HDR layered bindings"),
layout,
entries,
})
};
[
group(&l.resolve.0, &[entry(1, &world), params.clone()]),
group(&l.keep.0, &[entry(0, &frame)]),
group(
&l.composite.0,
&[
entry(0, &frame),
params,
entry(4, &coverage),
entry(5, &hud),
],
),
]
});
self.targets = Some(Targets {
size,
frame,
world,
coverage,
hud,
group,
passes,
});
}
self.targets.as_ref().unwrap().frame.clone()
}
/// The float frame with HUD coverage (`Layered`).
pub fn layered(&self) -> bool {
self.layered.is_some()
}
/// The layered frame's HUD target, which the HUD and menus draw on instead of the frame
/// once `keep_world` made it, and which an ordinary screenshot shows.
pub fn hud(&self) -> Option<&wgpu::Texture> {
self.targets.as_ref()?.hud.as_ref()
}
/// On the layered frame, before `resolve` and `composite`: what they read, for a frame that
/// drew a world (`world`) or not.
pub fn begin(&self, queue: &wgpu::Queue, world: bool) {
if let Some(l) = &self.layered {
queue.write_buffer(
&l.params,
0,
bytemuck::cast_slice(&self.params(world, false)),
);
}
}
/// On the layered frame, after the world and the hand drew and marked it: the marks
/// become light in the frame (`fs_resolve`), read from a copy of it in the world target.
pub fn resolve(
&self,
encoder: &mut wgpu::CommandEncoder,
timing: Option<&mut super::pack_timing::PassTiming>,
) {
let (Some(l), Some(t)) = (&self.layered, &self.targets) else {
return;
};
let Some([group, ..]) = &t.passes else {
return;
};
encoder.copy_texture_to_texture(
t.frame.as_image_copy(),
t.world.as_image_copy(),
t.frame.size(),
);
let view = t.frame.create_view(&Default::default());
Self::draw(
encoder,
&l.resolve.1,
group,
&view,
"HDR marks to light",
timing,
);
}
/// On the layered frame: the picture so far (`fs_composite`), as the frame stores light,
/// into `target`, for the menu blur to blur it and make it the world (`keep_world` after).
pub fn composite(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
timing: Option<&mut super::pack_timing::PassTiming>,
) {
if let (
Some(l),
Some(Targets {
passes: Some([_, _, group]),
..
}),
) = (&self.layered, &self.targets)
{
Self::draw(
encoder,
&l.composite.1,
group,
target,
"HDR composite",
timing,
);
}
}
pub fn coverage_view(&self) -> Option<wgpu::TextureView> {
Some(
self.targets
.as_ref()?
.coverage
.as_ref()?
.create_view(&Default::default()),
)
}
/// The peak the HDR metadata gives: while calibration's peak step runs, PQ's own
/// 10 000 nits, so a compositor that clips at the declared peak (KWin) lets the test
/// patch through as bright as the display goes and the logo under it shows.
@@ -394,6 +610,9 @@ impl Hdr {
/// 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.
///
/// On the layered frame the frame keeps the world, the hand and the camera overlays, as
/// light, and this makes the HUD's backdrop from it: clipped to white, alpha 0 (`fs_keep`).
pub fn keep_world(
&self,
encoder: &mut wgpu::CommandEncoder,
@@ -402,6 +621,11 @@ impl Hdr {
let Some(t) = &self.targets else {
return;
};
if let (Some(l), Some(hud), Some([_, group, _])) = (&self.layered, &t.hud, &t.passes) {
let view = hud.create_view(&Default::default());
Self::draw(encoder, &l.keep.1, group, &view, "HDR HUD backdrop", timing);
return;
}
encoder.copy_texture_to_texture(
t.frame.as_image_copy(),
t.world.as_image_copy(),
@@ -429,13 +653,14 @@ impl Hdr {
/// 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).
/// from the UI (UI Brightness). The layered frame keeps the hand before `keep_world`,
/// so it needs no mark there.
pub fn mark_hand(
&self,
encoder: &mut wgpu::CommandEncoder,
timing: Option<&mut super::pack_timing::PassTiming>,
) {
let Some(t) = &self.targets else {
let Some(t) = self.targets.as_ref().filter(|_| self.layered.is_none()) else {
return;
};
let view = t.frame.create_view(&Default::default());
@@ -466,9 +691,10 @@ impl Hdr {
}
/// The world as `keep_world` kept it: where the hand's marks go (its alpha, which HDR output
/// reads for it too), and what tints the world rather than covering it.
/// reads for it too), and what tints the world rather than covering it. None on the
/// layered frame, where both draw on the frame before `keep_world`.
pub fn hand_light_view(&self) -> Option<wgpu::TextureView> {
let t = self.targets.as_ref()?;
let t = self.targets.as_ref().filter(|_| self.layered.is_none())?;
Some(t.world.create_view(&Default::default()))
}
@@ -494,7 +720,15 @@ impl Hdr {
0,
bytemuck::cast_slice(&self.params(world, self.output == Output::Pq)),
);
Self::draw(encoder, &self.pipeline, &t.group, target, timing);
let view = target.create_view(&Default::default());
Self::draw(
encoder,
&self.pipeline,
&t.group,
&view,
"HDR output",
timing,
);
}
/// The frame `present` writes, as HDR10 (BT.2020, PQ, 10 bits a channel) whatever
@@ -517,38 +751,66 @@ impl Hdr {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view = |t: &wgpu::Texture| t.create_view(&Default::default());
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Horizon HDR screenshot bindings"),
layout: &self.layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view(&t.frame)),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&view(&t.world)),
},
wgpu::BindGroupEntry {
binding: 2,
resource: self.capture_params.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(&self.logo),
},
],
});
let group = self.group(
device,
&t.frame,
&t.world,
t.coverage.as_ref(),
t.hud.as_ref(),
&self.capture_params,
);
queue.write_buffer(
&self.capture_params,
0,
bytemuck::cast_slice(&self.params(world, true)),
);
Self::draw(encoder, &self.capture_pipeline, &group, &texture, None);
let view = texture.create_view(&Default::default());
Self::draw(
encoder,
&self.capture_pipeline,
&group,
&view,
"HDR output",
None,
);
Some(texture)
}
fn group(
&self,
device: &wgpu::Device,
frame: &wgpu::Texture,
world: &wgpu::Texture,
coverage: Option<&wgpu::Texture>,
hud: Option<&wgpu::Texture>,
params: &wgpu::Buffer,
) -> wgpu::BindGroup {
let view = |t: &wgpu::Texture| t.create_view(&Default::default());
let (frame, world) = (view(frame), view(world));
let layered = coverage.zip(hud).map(|(c, h)| (view(c), view(h)));
let texture = |binding, view| wgpu::BindGroupEntry {
binding,
resource: wgpu::BindingResource::TextureView(view),
};
let mut entries = vec![
texture(0, &frame),
wgpu::BindGroupEntry {
binding: 2,
resource: params.as_entire_binding(),
},
texture(3, &self.logo),
];
match &layered {
Some((coverage, hud)) => entries.extend([texture(4, coverage), texture(5, hud)]),
None => entries.push(texture(1, &world)),
}
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Horizon HDR bindings"),
layout: &self.layout,
entries: &entries,
})
}
/// hdr.wgsl's `Params`.
fn params(&self, world: bool, pq: bool) -> [f32; 16] {
let paper = self.paper_white.max(1.0);
@@ -577,16 +839,17 @@ impl Hdr {
params
}
/// One full-screen pass of `pipeline` into `view`.
fn draw(
encoder: &mut wgpu::CommandEncoder,
pipeline: &wgpu::RenderPipeline,
group: &wgpu::BindGroup,
target: &wgpu::Texture,
view: &wgpu::TextureView,
label: &'static str,
timing: Option<&mut super::pack_timing::PassTiming>,
) {
let view = target.create_view(&Default::default());
let attachments = [Some(wgpu::RenderPassColorAttachment {
view: &view,
view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
@@ -595,8 +858,8 @@ impl Hdr {
},
})];
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Horizon HDR"),
timestamp_writes: timing.and_then(|t| t.writes("HDR output")),
label: Some(label),
timestamp_writes: timing.and_then(|t| t.writes(label)),
color_attachments: &attachments,
..Default::default()
});
@@ -655,9 +918,279 @@ fn scene_gain(peak: f32, paper_white: f32) -> f32 {
#[cfg(test)]
mod tests {
use super::{Output, named, pick};
use super::{Hdr, Output, named, pick};
use wgpu::{SurfaceColorSpaces as S, TextureFormat as F};
#[test]
fn coverage_target_resizes_resets_and_shows_in_the_debug_view() {
let instance = crate::gfx::test_gpu::instance();
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;
};
for enabled in [false, true] {
for debug in [None, Some("coverage")] {
let mut hdr =
Hdr::with_debug(&device, &queue, F::Rgba16Float, Output::Pq, enabled, debug);
hdr.frame(&device, [2, 1]);
assert_eq!(hdr.coverage_view().is_some(), enabled);
hdr.frame(&device, [4, 2]);
let t = hdr.targets.as_ref().unwrap();
if let Some(coverage) = &t.coverage {
assert_eq!(coverage.size(), t.frame.size());
}
let mut encoder = device.create_command_encoder(&Default::default());
let frame_view = t.frame.create_view(&Default::default());
let mut color = super::super::hud_coverage::attachment(&frame_view);
color.ops.load = wgpu::LoadOp::Clear(wgpu::Color::BLACK);
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(color)],
..Default::default()
});
hdr.keep_world(&mut encoder, None);
if let Some(view) = hdr.coverage_view() {
super::super::hud_coverage::clear(&mut encoder, &view);
let mut color = super::super::hud_coverage::attachment(&view);
color.ops.load = wgpu::LoadOp::Clear(wgpu::Color::WHITE);
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(color)],
..Default::default()
});
}
let capture = hdr.capture(&device, &queue, &mut encoder, false).unwrap();
let buffer = super::super::copy_frame(&device, &mut encoder, &capture, [4, 2]);
queue.submit([encoder.finish()]);
buffer.map_async(wgpu::MapMode::Read, .., |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
let bytes = buffer.get_mapped_range(..).unwrap();
let pixel = u32::from_le_bytes(bytes[..4].try_into().unwrap());
let [r, g, b] = [0, 10, 20].map(|shift| (pixel >> shift) & 0x3ff);
if enabled && debug.is_some() {
// Fully covered: BT.709 magenta at paper white (200 nits here) in BT.2020
// PQ, not PQ's 10 000 nits (1023, 0, 1023).
let near = |got: u32, want: u32| got.abs_diff(want) <= 4;
assert!(near(r, 550) && near(g, 346) && near(b, 583), "{r} {g} {b}");
} else {
assert_eq!(pixel, 0xc0000000);
}
if let Some(view) = hdr.coverage_view() {
let mut encoder = device.create_command_encoder(&Default::default());
super::super::hud_coverage::clear(&mut encoder, &view);
let coverage = hdr.targets.as_ref().unwrap().coverage.as_ref().unwrap();
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: 512,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
encoder.copy_texture_to_buffer(
coverage.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(256),
rows_per_image: None,
},
},
coverage.size(),
);
queue.submit([encoder.finish()]);
buffer.map_async(wgpu::MapMode::Read, .., |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
assert_eq!(&buffer.get_mapped_range(..).unwrap()[..4], &[0; 4]);
}
}
}
}
fn gpu() -> Option<(wgpu::Device, wgpu::Queue)> {
let instance = crate::gfx::test_gpu::instance();
let adapter = pollster::block_on(instance.request_adapter(&Default::default())).ok()?;
pollster::block_on(adapter.request_device(&Default::default())).ok()
}
/// Clears all of `texture` to `color`.
fn fill(encoder: &mut wgpu::CommandEncoder, texture: &wgpu::Texture, color: [f64; 4]) {
let view = texture.create_view(&Default::default());
let mut attachment = super::super::hud_coverage::attachment(&view);
let [r, g, b, a] = color;
attachment.ops.load = wgpu::LoadOp::Clear(wgpu::Color { r, g, b, a });
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(attachment)],
..Default::default()
});
}
/// The first texel of `texture` once `encoder` ran: four half floats, or 10-bit PQ codes
/// for HDR10.
fn texel(
device: &wgpu::Device,
queue: &wgpu::Queue,
mut encoder: wgpu::CommandEncoder,
texture: &wgpu::Texture,
) -> [f32; 4] {
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: 256,
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(256),
rows_per_image: None,
},
},
wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
);
queue.submit([encoder.finish()]);
buffer.map_async(wgpu::MapMode::Read, .., |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
let bytes = buffer.get_mapped_range(..).unwrap();
if texture.format() == Output::Pq.format() {
let pixel = u32::from_le_bytes(bytes[..4].try_into().unwrap());
return [0, 10, 20, 30].map(|shift| ((pixel >> shift) & 0x3ff) as f32);
}
std::array::from_fn(|i| half::f16::from_le_bytes([bytes[2 * i], bytes[2 * i + 1]]).to_f32())
}
#[test]
fn the_layered_frame_shows_the_world_as_the_last_pass_lifted_it() {
let Some((device, queue)) = gpu() else {
return;
};
// What the last pass shows of a world pixel nothing covers, from today's frame
// (`layered` false) or the layered one, whose marks turn into light before it.
let shown = |layered: bool, world: [f64; 4]| {
let mut hdr =
Hdr::with_debug(&device, &queue, F::Rgba16Float, Output::Pq, layered, None);
let frame = hdr.frame(&device, [1, 1]);
let mut encoder = device.create_command_encoder(&Default::default());
fill(&mut encoder, &frame, world);
if layered {
hdr.begin(&queue, true);
hdr.resolve(&mut encoder, None);
hdr.keep_world(&mut encoder, None);
super::super::hud_coverage::clear(&mut encoder, &hdr.coverage_view().unwrap());
} else {
hdr.keep_world(&mut encoder, None);
}
let capture = hdr.capture(&device, &queue, &mut encoder, true).unwrap();
texel(&device, &queue, encoder, &capture)
};
// Unmarked, below white and above it; HDR lighting; light sources of each tier.
for world in [
[0.5, 0.4, 0.3, 1.0],
[1.5, 1.2, 0.6, 1.0],
[0.8, 0.7, 0.6, 0.88],
[0.9, 0.8, 0.4, 0.05],
[0.9, 0.8, 0.4, 0.2],
[0.9, 0.8, 0.4, 0.4],
[0.9, 0.8, 0.4, 0.6],
] {
let (today, layered) = (shown(false, world), shown(true, world));
// Half floats round the light apart by a step at most.
assert!(
today.iter().zip(layered).all(|(a, b)| (a - b).abs() <= 1.0),
"{world:?}: {today:?} {layered:?}"
);
if world[3] < 1.0 {
assert!(layered[0] > shown(true, [world[0], world[1], world[2], 1.0])[0]);
}
}
}
#[test]
fn the_hud_lays_over_the_worlds_light_by_its_coverage() {
let Some((device, queue)) = gpu() else {
return;
};
let mut hdr = Hdr::with_debug(&device, &queue, F::Rgba16Float, Output::Pq, true, None);
let target = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: F::Rgba16Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
// The world's light, the HUD's target over it (on the world clipped to white), its
// coverage, UI Brightness, and the composite, all in gamma as the frame stores them.
for (world, hud, coverage, ui, want) in [
// Nothing over it: the world, light above white included.
(3.0, 1.0, 0.0, 1.0, 3.0),
// Half-transparent black: half of the world shows, as the HUD blends.
(2.0, 0.5, 0.5, 1.0, 1.0),
// Covered: the HUD as drawn, at UI Brightness.
(2.0, 0.3, 1.0, 1.0, 0.3),
(2.0, 0.3, 1.0, 0.5, 0.3 * 0.5f32.powf(1.0 / 2.2)),
// Added over the world (the text highlight), which it doesn't hide.
(0.6, 0.8, 0.0, 1.0, 0.8),
// At or below white, at 100%: the HUD's picture as drawn.
(0.7, 0.45, 0.5, 1.0, 0.45),
] {
hdr.ui = ui;
let frame = hdr.frame(&device, [1, 1]);
let t = hdr.targets.as_ref().unwrap();
let mut encoder = device.create_command_encoder(&Default::default());
fill(&mut encoder, &frame, [world, world, world, 1.0]);
fill(&mut encoder, t.hud.as_ref().unwrap(), [hud, hud, hud, 0.0]);
fill(&mut encoder, t.coverage.as_ref().unwrap(), [coverage; 4]);
hdr.begin(&queue, true);
hdr.composite(&mut encoder, &target.create_view(&Default::default()), None);
let got = texel(&device, &queue, encoder, &target);
assert!(
(got[0] - want).abs() < 0.01 && got[3] == 1.0,
"{world} {hud} {coverage} {ui}: {got:?}"
);
}
}
#[test]
fn the_menu_blur_keeps_the_light_it_blurs() {
let Some((device, queue)) = gpu() else {
return;
};
let mut hdr = Hdr::with_debug(&device, &queue, F::Rgba16Float, Output::Pq, true, None);
let size = [8, 8];
let frame = hdr.frame(&device, size);
let mut encoder = device.create_command_encoder(&Default::default());
fill(&mut encoder, &frame, [4.0, 4.0, 4.0, 1.0]);
hdr.keep_world(&mut encoder, None);
super::super::hud_coverage::clear(&mut encoder, &hdr.coverage_view().unwrap());
let mut blur = crate::menu_blur::MenuBlur::new(&device, F::Rgba16Float, false);
let (_, source) = blur.source(&device, size);
hdr.begin(&queue, true);
hdr.composite(&mut encoder, &source, None);
let view = frame.create_view(&Default::default());
blur.blur(&device, &queue, &mut encoder, &view, size, 3.0, None);
hdr.keep_world(&mut encoder, None);
let hud = hdr.hud().unwrap().clone();
// The blurred world keeps its light, and the HUD's backdrop starts again from it.
let [r, ..] = texel(&device, &queue, encoder, &frame);
assert!((r - 4.0).abs() < 0.01, "{r}");
let encoder = device.create_command_encoder(&Default::default());
assert_eq!(texel(&device, &queue, encoder, &hud), [1.0, 1.0, 1.0, 0.0]);
}
#[test]
fn hdr_shaders_validate() {
let entity = crate::overlay::wgsl_constants() + include_str!("../entity.wgsl");
@@ -0,0 +1,335 @@
//! A held world (`WorldHold`, the native hook `native_world_hold`): the terrain goes on being
//! drawn as it stands while what changes under it is meshed, and all of it takes its place on
//! one frame. A section already on screen that is meshed again is uploaded to the arena as ever,
//! over as many frames as its mesh takes to come, but waits beside the mesh drawn (`Hold`);
//! letting go only swaps which of the two is drawn, with nothing left to upload. Sections not on
//! screen yet (terrain streaming in) are not held.
//!
//! Both meshes of a waiting section are in memory, so a hold costs up to what the changed land's
//! new meshes come to. It is bounded, and each bound lets go at once rather than losing anything:
//! `MAX_BYTES` of waiting meshes, `MAX_HOLD` of time, and the arena running out
//! (`Renderer::upload`). It never outlives what asked for it: the mods are asked every frame,
//! and the sections' being cleared (the world left, another dimension) drops what waits. A hold
//! that ended by itself (spent) stays ended until no mod has asked for a frame.
use super::SectionKey;
use crate::fast_hash::{FxHashMap, FxHashSet};
use std::time::{Duration, Instant};
/// The longest a hold lasts.
pub(super) const MAX_HOLD: Duration = Duration::from_secs(30);
/// The most bytes of new meshes that wait.
pub(super) const MAX_BYTES: u64 = 1 << 30;
/// The most circles a hold is kept to (`WorldHold::hold_within`).
pub const MAX_AREAS: usize = 64;
/// What the mods ask of the terrain's picture this frame (`native_world_hold`): nothing, all of
/// it held, or only the sections inside some circles. Several mods add up: one holding all of it
/// holds all of it, and circles join.
#[derive(Clone, Debug, Default, PartialEq)]
pub struct WorldHold {
all: bool,
within: Vec<[f64; 3]>,
}
impl WorldHold {
/// Hold the whole world's terrain as it is drawn, this frame.
pub fn hold(&mut self) {
self.all = true;
}
/// Hold the sections whose middle lies within `radius` blocks of (`x`, `z`), this frame. A
/// circle that isn't finite or has a negative radius is left out, as are those past
/// `MAX_AREAS`.
pub fn hold_within(&mut self, x: f64, z: f64, radius: f64) {
let good = x.is_finite() && z.is_finite() && radius.is_finite() && radius >= 0.0;
if good && self.within.len() < MAX_AREAS {
self.within.push([x, z, radius]);
}
}
/// Whether anything is held.
pub fn is_held(&self) -> bool {
self.all || !self.within.is_empty()
}
/// Whether section `key` is in what is held: all of the world, or a circle its middle lies in.
pub fn covers(&self, key: SectionKey) -> bool {
if self.all {
return true;
}
let (x, z) = (f64::from(key.0) * 16.0 + 8.0, f64::from(key.2) * 16.0 + 8.0);
self.within
.iter()
.any(|&[cx, cz, r]| (x - cx).powi(2) + (z - cz).powi(2) <= r * r)
}
}
/// What a frame's ask means for the sections waiting.
#[derive(Debug, PartialEq, Eq)]
pub(super) enum Release {
/// They go on waiting.
None,
/// Those the hold no longer covers take their place.
Outside,
/// All of them take their place.
All,
}
/// A section waiting behind the hold and the bytes its new mesh takes.
struct Waiting<S> {
section: S,
bytes: u64,
}
/// The renderer's side of a hold: whether it is on, what it covers, and the sections waiting.
pub(super) struct Hold<S> {
ask: WorldHold,
since: Option<Instant>,
spent: bool,
waiting: FxHashMap<SectionKey, Waiting<S>>,
bytes: u64,
}
impl<S> Default for Hold<S> {
fn default() -> Self {
Self {
ask: WorldHold::default(),
since: None,
spent: false,
waiting: FxHashMap::default(),
bytes: 0,
}
}
}
impl<S> Hold<S> {
/// Whether a new mesh of section `key` waits.
pub fn holds(&self, key: SectionKey) -> bool {
self.since.is_some() && !self.spent && self.ask.covers(key)
}
pub fn is_empty(&self) -> bool {
self.waiting.is_empty()
}
pub fn bytes(&self) -> u64 {
self.bytes
}
/// A frame's ask, at `now`.
pub fn ask(&mut self, ask: &WorldHold, now: Instant) -> Release {
if !ask.is_held() {
let was = self.since.is_some();
(self.since, self.spent) = (None, false);
self.ask = WorldHold::default();
return if was && !self.waiting.is_empty() {
Release::All
} else {
Release::None
};
}
if self.spent {
return Release::None;
}
let since = *self.since.get_or_insert(now);
if now.saturating_duration_since(since) >= MAX_HOLD {
log::warn!(
"Horizon: a mod held the world for {} s: let go",
MAX_HOLD.as_secs()
);
self.spend();
return Release::All;
}
if *ask == self.ask {
return Release::None;
}
// (fewer circles or smaller: some of what waits is let go; more: nothing waits that didn't)
self.ask.clone_from(ask);
if self.waiting.is_empty() {
Release::None
} else {
Release::Outside
}
}
/// Ended by itself: nothing waits from now on, until no mod has asked for a frame.
/// What waited is the caller's to place (`take_all`) or drop.
pub fn spend(&mut self) {
self.spent = self.since.is_some();
}
/// Section `key`'s new mesh waits: the one that waited before for it comes back, to free.
/// The bool is whether what waits is now too much (`MAX_BYTES`).
pub fn wait(&mut self, key: SectionKey, section: S, bytes: u64) -> (Option<S>, bool) {
let old = self.take(key);
self.bytes += bytes;
self.waiting.insert(key, Waiting { section, bytes });
(old, self.bytes > MAX_BYTES)
}
/// Section `key`'s waiting mesh, no longer waiting.
pub fn take(&mut self, key: SectionKey) -> Option<S> {
if self.waiting.is_empty() {
return None;
}
let w = self.waiting.remove(&key)?;
self.bytes -= w.bytes;
Some(w.section)
}
/// Everything waiting, no longer waiting.
pub fn take_all(&mut self) -> Vec<(SectionKey, S)> {
self.bytes = 0;
self.waiting.drain().map(|(k, w)| (k, w.section)).collect()
}
/// What waits that the hold no longer covers.
pub fn take_outside(&mut self) -> Vec<(SectionKey, S)> {
let ask = &self.ask;
let all = self.since.is_none() || self.spent;
let out: Vec<_> = self
.waiting
.extract_if(|&k, _| all || !ask.covers(k))
.collect();
self.bytes -= out.iter().map(|(_, w)| w.bytes).sum::<u64>();
out.into_iter().map(|(k, w)| (k, w.section)).collect()
}
/// What waits in these columns, which are going.
pub fn take_columns(&mut self, columns: &FxHashSet<(i32, i32)>) -> Vec<S> {
if self.waiting.is_empty() {
return Vec::new();
}
let out: Vec<_> = self
.waiting
.extract_if(|k, _| columns.contains(&(k.0, k.2)))
.collect();
self.bytes -= out.iter().map(|(_, w)| w.bytes).sum::<u64>();
out.into_iter().map(|(_, w)| w.section).collect()
}
/// The sections are all gone: what waits goes with them and the hold is spent.
pub fn clear(&mut self) {
self.waiting.clear();
self.bytes = 0;
self.spend();
}
pub fn sections(&self) -> impl Iterator<Item = &S> {
self.waiting.values().map(|w| &w.section)
}
pub fn sections_mut(&mut self) -> impl Iterator<Item = &mut S> {
self.waiting.values_mut().map(|w| &mut w.section)
}
}
#[cfg(test)]
mod tests {
use super::*;
fn all() -> WorldHold {
let mut h = WorldHold::default();
h.hold();
h
}
fn within(circles: &[[f64; 3]]) -> WorldHold {
let mut h = WorldHold::default();
for &[x, z, r] in circles {
h.hold_within(x, z, r);
}
h
}
#[test]
fn a_hold_covers_sections_by_their_middle() {
assert!(all().covers((900, 0, -900)));
assert!(!WorldHold::default().covers((0, 0, 0)));
assert!(within(&[[8.0, 8.0, 1.0]]).covers((0, 3, 0)));
assert!(!within(&[[0.0, 0.0, 11.0]]).covers((0, 3, 0)));
assert!(within(&[[0.0, 0.0, 12.0]]).covers((0, 3, 0)));
assert!(within(&[[1000.0, 0.0, 1.0], [24.0, 8.0, 0.5]]).covers((1, 0, 0)));
assert!(within(&[[-8.0, -8.0, 0.0]]).covers((-1, 0, -1)));
}
#[test]
fn bad_circles_are_left_out_and_there_are_at_most_max_areas() {
let h = within(&[
[f64::NAN, 0.0, 5.0],
[0.0, f64::INFINITY, 5.0],
[0.0, 0.0, -1.0],
[0.0, 0.0, f64::INFINITY],
]);
assert!(!h.is_held());
let mut many = WorldHold::default();
for i in 0..MAX_AREAS + 10 {
many.hold_within(i as f64 * 100.0, 0.0, 1.0);
}
assert_eq!(many.within.len(), MAX_AREAS);
// (several mods: all of it from one holds all of it)
many.hold();
assert!(many.covers((-5000, 0, 5000)));
}
#[test]
fn a_hold_starts_and_lets_go_when_no_one_asks() {
let (mut g, t) = (Hold::<u32>::default(), Instant::now());
assert_eq!(g.ask(&WorldHold::default(), t), Release::None);
assert!(!g.holds((0, 0, 0)));
assert_eq!(g.ask(&all(), t), Release::None);
assert!(g.holds((0, 0, 0)));
assert_eq!(g.ask(&all(), t + Duration::from_secs(5)), Release::None);
// (nothing waited: nothing to place)
assert_eq!(g.ask(&WorldHold::default(), t), Release::None);
g.ask(&all(), t);
g.wait((0, 0, 0), 7, 100);
assert_eq!(g.ask(&WorldHold::default(), t), Release::All);
assert_eq!(g.take_all(), vec![((0, 0, 0), 7)]);
assert!(!g.holds((0, 0, 0)));
}
#[test]
fn a_hold_ends_by_itself_and_stays_ended_until_let_go() {
let (mut g, t) = (Hold::<u32>::default(), Instant::now());
g.ask(&all(), t);
assert_eq!(g.ask(&all(), t + MAX_HOLD), Release::All);
assert!(!g.holds((0, 0, 0)));
assert_eq!(g.ask(&all(), t + MAX_HOLD * 2), Release::None);
assert!(!g.holds((0, 0, 0)));
g.ask(&WorldHold::default(), t + MAX_HOLD * 2);
g.ask(&all(), t + MAX_HOLD * 3);
assert!(g.holds((0, 0, 0)));
}
#[test]
fn smaller_circles_let_go_what_they_leave() {
let (mut g, t) = (Hold::<u32>::default(), Instant::now());
g.ask(&within(&[[0.0, 0.0, 100.0]]), t);
assert!(g.holds((0, 0, 0)) && g.holds((5, 0, 0)) && !g.holds((7, 0, 0)));
g.wait((0, 0, 0), 1, 10);
g.wait((5, 0, 0), 2, 20);
assert_eq!(g.ask(&within(&[[0.0, 0.0, 100.0]]), t), Release::None);
assert_eq!(g.ask(&within(&[[0.0, 0.0, 40.0]]), t), Release::Outside);
assert_eq!(g.take_outside(), vec![((5, 0, 0), 2)]);
assert_eq!((g.sections().count(), g.bytes()), (1, 10));
assert!(!g.holds((5, 0, 0)));
// (to all of it again: nothing more is let go, and all of it waits again)
assert_eq!(g.ask(&all(), t), Release::Outside);
assert!(g.take_outside().is_empty());
assert!(g.holds((5, 0, 0)));
}
#[test]
fn what_waits_is_counted_and_capped() {
let (mut g, t) = (Hold::<u32>::default(), Instant::now());
g.ask(&all(), t);
assert_eq!(g.wait((0, 0, 0), 1, MAX_BYTES - 10), (None, false));
// (a newer mesh of the same section replaces it, and the old one comes back to free)
assert_eq!(g.wait((0, 0, 0), 2, MAX_BYTES - 20), (Some(1), false));
assert_eq!(g.bytes(), MAX_BYTES - 20);
assert_eq!(g.wait((1, 0, 0), 3, 20), (None, false));
assert_eq!(g.wait((2, 0, 0), 4, 1), (None, true));
assert_eq!(g.take((1, 0, 0)), Some(3));
assert_eq!(g.take((1, 0, 0)), None);
assert_eq!(g.bytes(), MAX_BYTES - 19);
}
#[test]
fn columns_going_and_the_sections_cleared_drop_what_waits() {
let (mut g, t) = (Hold::<u32>::default(), Instant::now());
g.ask(&all(), t);
g.wait((0, 0, 0), 1, 10);
g.wait((0, 5, 0), 2, 10);
g.wait((3, 0, 0), 3, 10);
let gone: FxHashSet<(i32, i32)> = [(0, 0)].into_iter().collect();
let mut dropped = g.take_columns(&gone);
dropped.sort_unstable();
assert_eq!(dropped, vec![1, 2]);
assert_eq!((g.sections().count(), g.bytes()), (1, 10));
g.clear();
assert!(g.is_empty() && g.bytes() == 0 && !g.holds((3, 0, 0)));
// (cleared while held: spent until let go; with no hold, nothing to end)
assert_eq!(g.ask(&all(), t), Release::None);
assert!(!g.holds((3, 0, 0)));
let mut none = Hold::<u32>::default();
none.clear();
none.ask(&all(), t);
assert!(none.holds((3, 0, 0)));
}
}
@@ -0,0 +1,485 @@
//! HUD coverage beside its unchanged colour and alpha, only on the float HDR lane.
pub(crate) const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R8Unorm;
pub(crate) fn supported(
lane: (bool, bool, bool),
hdr_offered: bool,
attachments: u32,
flags: wgpu::DownlevelFlags,
format: wgpu::TextureFormatFeatures,
) -> bool {
!lane.0
&& lane.1
&& lane.2
&& hdr_offered
&& attachments >= 2
&& flags.contains(wgpu::DownlevelFlags::INDEPENDENT_BLEND)
&& format
.allowed_usages
.contains(wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING)
&& format
.flags
.contains(wgpu::TextureFormatFeatureFlags::BLENDABLE)
}
pub(crate) fn attachment(view: &wgpu::TextureView) -> wgpu::RenderPassColorAttachment<'_> {
wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
}
}
pub(crate) fn clear(encoder: &mut wgpu::CommandEncoder, view: &wgpu::TextureView) {
let mut color = attachment(view);
color.ops.load = wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT);
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("HUD coverage reset"),
color_attachments: &[Some(color)],
..Default::default()
});
}
pub(crate) struct Pipeline {
plain: wgpu::RenderPipeline,
coverage: Option<wgpu::RenderPipeline>,
}
impl Pipeline {
/// `None` when `enabled` and the shader can't be given a coverage output (a resource
/// pack's, which the caller then doesn't use).
pub(crate) fn new(
device: &wgpu::Device,
desc: &wgpu::RenderPipelineDescriptor<'_>,
source: wgpu::ShaderSource<'_>,
enabled: bool,
) -> Option<Self> {
let coverage = if enabled {
Some(pipeline(device, desc, source)?)
} else {
None
};
Some(Self {
plain: device.create_render_pipeline(desc),
coverage,
})
}
pub(crate) fn get(&self, coverage: bool) -> &wgpu::RenderPipeline {
if coverage {
self.coverage.as_ref().expect("HUD coverage pipeline")
} else {
&self.plain
}
}
}
/// Keep the primary output and all its blend factors, including destination alpha. Wrap the
/// final shader result, so pack text's alpha, early returns and discard all apply to coverage.
/// `None` for a fragment shader without a colour output at location 0.
pub(super) fn pipeline(
device: &wgpu::Device,
desc: &wgpu::RenderPipelineDescriptor<'_>,
source: wgpu::ShaderSource<'_>,
) -> Option<wgpu::RenderPipeline> {
let mut desc = desc.clone();
let fragment = desc.fragment.as_mut()?;
let mut module = match source {
wgpu::ShaderSource::Wgsl(s) => naga::front::wgsl::parse_str(&s).ok()?,
wgpu::ShaderSource::Naga(m) => m.into_owned(),
_ => return None,
};
let primary = fragment.targets.first()?.clone()?;
let blend = primary.blend.unwrap_or(wgpu::BlendState::REPLACE).color;
let additive = matches!(
(blend.src_factor, blend.dst_factor),
(
wgpu::BlendFactor::One
| wgpu::BlendFactor::Src
| wgpu::BlendFactor::SrcAlpha
| wgpu::BlendFactor::Zero,
wgpu::BlendFactor::One
)
) && blend.operation == wgpu::BlendOperation::Add;
wrap(&mut module, fragment.entry_point?, blend)?;
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: desc.label,
source: wgpu::ShaderSource::Naga(std::borrow::Cow::Owned(module)),
});
let over = wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrc,
operation: wgpu::BlendOperation::Add,
};
let targets = [
Some(primary),
Some(wgpu::ColorTargetState {
format: FORMAT,
blend: Some(wgpu::BlendState {
color: over,
alpha: over,
}),
write_mask: if additive {
wgpu::ColorWrites::empty()
} else {
wgpu::ColorWrites::RED
},
}),
];
fragment.module = &shader;
fragment.targets = &targets;
Some(device.create_render_pipeline(&desc))
}
fn wrap(module: &mut naga::Module, name: &str, blend: wgpu::BlendComponent) -> Option<()> {
use naga::{Expression as E, Statement as S, TypeInner as T};
use wgpu::BlendFactor as B;
let span = naga::Span::UNDEFINED;
let entry = module.entry_points.iter_mut().find(|e| e.name == name)?;
// Checked before anything is taken apart: a resource pack's shader may have no colour.
let result = entry.function.result.clone()?;
if let T::Struct { members, .. } = &module.types[result.ty].inner {
members
.iter()
.find(|m| matches!(m.binding, Some(naga::Binding::Location { location: 0, .. })))?;
} else if !matches!(
result.binding,
Some(naga::Binding::Location { location: 0, .. })
) {
return None;
}
let mut original = std::mem::take(&mut entry.function);
entry.function.arguments = original.arguments.clone();
for arg in &mut original.arguments {
arg.binding = None;
}
original.result.as_mut().unwrap().binding = None;
original.name = Some("hud_color".into());
let function = module.functions.append(original, span);
let f = &mut entry.function;
let args = (0..f.arguments.len())
.map(|i| f.expressions.append(E::FunctionArgument(i as u32), span))
.collect();
let call = f.expressions.append(E::CallResult(function), span);
f.body.push(
S::Call {
function,
arguments: args,
result: Some(call),
},
span,
);
let one = f
.expressions
.append(E::Literal(naga::Literal::F32(1.0)), span);
let start = f.expressions.len();
let (mut members, mut values, color, offset) = match &module.types[result.ty].inner {
T::Struct {
members,
span: size,
} => {
// HUD pipelines have one target, so a pack's other colour outputs went nowhere;
// left in, one at location 1 would collide with the coverage.
let (members, values): (Vec<_>, Vec<_>) = members
.iter()
.enumerate()
.filter(|(_, m)| {
!matches!(m.binding, Some(naga::Binding::Location { location, .. }) if location != 0)
})
.map(|(i, m)| {
let value = f.expressions.append(
E::AccessIndex {
base: call,
index: i as u32,
},
span,
);
(m.clone(), value)
})
.unzip();
let color = members
.iter()
.position(|m| {
matches!(m.binding, Some(naga::Binding::Location { location: 0, .. }))
})
.unwrap();
let color = values[color];
(members, values, color, *size)
}
_ => (
vec![naga::StructMember {
name: Some("color".into()),
ty: result.ty,
binding: result.binding,
offset: 0,
}],
vec![call],
call,
16,
),
};
let mut component = |index| {
f.expressions
.append(E::AccessIndex { base: color, index }, span)
};
let [r, g, b, a] = [component(0), component(1), component(2), component(3)];
let mut math = |fun, arg, arg1| {
f.expressions.append(
E::Math {
fun,
arg,
arg1: Some(arg1),
arg2: None,
arg3: None,
},
span,
)
};
let low = math(naga::MathFunction::Min, r, g);
let low = math(naga::MathFunction::Min, low, b);
let high = math(naga::MathFunction::Max, r, g);
let high = math(naga::MathFunction::Max, high, b);
// A scalar cannot reproduce RGB-dependent replacement or inversion: surviving pixels
// cover fully, so the later composite cannot leak world light through them.
let c = if blend.operation != wgpu::BlendOperation::Add {
one
} else {
match (blend.src_factor, blend.dst_factor) {
(B::SrcAlpha | B::One, B::OneMinusSrcAlpha) => a,
(B::Zero, B::OneMinusSrc) => high,
// Multiplying retains src.rgb (or 1 - alpha + src.rgb) of the backdrop.
// Use the greatest channel darkening, as for the credits vignette above.
(B::Zero, B::Src)
| (B::Dst, B::Zero)
| (B::Dst, B::OneMinusSrcAlpha)
| (B::Dst, B::Src) => {
let top = if blend.dst_factor == B::OneMinusSrcAlpha {
a
} else {
one
};
let factor = if blend.dst_factor == B::Src && blend.src_factor == B::Dst {
f.expressions.append(
E::Binary {
op: naga::BinaryOperator::Add,
left: low,
right: low,
},
span,
)
} else {
low
};
f.expressions.append(
E::Binary {
op: naga::BinaryOperator::Subtract,
left: top,
right: factor,
},
span,
)
}
_ => one,
}
};
let c = f.expressions.append(
E::Math {
fun: naga::MathFunction::Saturate,
arg: c,
arg1: None,
arg2: None,
arg3: None,
},
span,
);
let scalar = module.types.insert(
naga::Type {
name: None,
inner: T::Scalar(naga::Scalar::F32),
},
span,
);
members.push(naga::StructMember {
name: Some("coverage".into()),
ty: scalar,
binding: Some(naga::Binding::Location {
location: 1,
interpolation: None,
sampling: None,
blend_src: None,
per_primitive: false,
}),
offset,
});
let ty = module.types.insert(
naga::Type {
name: Some("HudCoverage".into()),
inner: T::Struct {
members,
span: (offset + 4).next_multiple_of(16),
},
},
span,
);
values.push(c);
let value = f.expressions.append(
E::Compose {
ty,
components: values,
},
span,
);
f.result = Some(naga::FunctionResult { ty, binding: None });
f.body.push(S::Emit(f.expressions.range_from(start)), span);
f.body.push(S::Return { value: Some(value) }, span);
Some(())
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn coverage_requires_the_no_pack_float_hdr_lane_and_independent_r8_blending() {
let flags = wgpu::DownlevelFlags::INDEPENDENT_BLEND;
let format = wgpu::TextureFormatFeatures {
allowed_usages: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
flags: wgpu::TextureFormatFeatureFlags::BLENDABLE,
};
let lane = (false, true, true);
assert!(supported(lane, true, 2, flags, format));
// Switch unset (including legacy 16-bit HDR and 0.1 packs), HDR off, a 0.2
// pack's float frame, and unsupported devices never allocate coverage.
for other in [
(false, false, true),
(true, false, true),
(true, true, true),
(false, true, false),
] {
assert!(!supported(other, true, 2, flags, format));
}
assert!(!supported(lane, false, 2, flags, format));
assert!(!supported(lane, true, 1, flags, format));
assert!(!supported(
lane,
true,
2,
wgpu::DownlevelFlags::empty(),
format
));
assert!(!supported(
lane,
true,
2,
flags,
wgpu::TextureFormatFeatures {
flags: wgpu::TextureFormatFeatureFlags::empty(),
..format
}
));
assert!(!supported(
lane,
true,
2,
flags,
wgpu::TextureFormatFeatures {
allowed_usages: wgpu::TextureUsages::TEXTURE_BINDING,
..format
}
));
}
#[test]
fn disabled_coverage_builds_only_the_original_pipeline() {
let instance = crate::gfx::test_gpu::instance();
let Ok(adapter) = pollster::block_on(instance.request_adapter(&Default::default())) else {
return;
};
let Ok((device, _)) = pollster::block_on(adapter.request_device(&Default::default()))
else {
return;
};
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(
"@vertex fn vs() -> @builtin(position) vec4<f32> { return vec4(0.0); }".into(),
),
});
let desc = wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs"),
compilation_options: Default::default(),
buffers: &[],
},
primitive: Default::default(),
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::Always),
stencil: Default::default(),
bias: Default::default(),
}),
multisample: Default::default(),
fragment: None,
multiview_mask: None,
cache: None,
};
// The coverage source must not even be parsed outside the lane.
let pipeline = Pipeline::new(
&device,
&desc,
wgpu::ShaderSource::Wgsl("invalid".into()),
false,
)
.unwrap();
assert!(pipeline.coverage.is_none());
}
#[test]
fn coverage_wraps_the_debug_crosshair_without_changing_world_entry_points() {
let mut module = naga::front::wgsl::parse_str(include_str!("../terrain.wgsl")).unwrap();
wrap(
&mut module,
"fs_debug_line",
wgpu::BlendState::ALPHA_BLENDING.color,
)
.unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap();
}
#[test]
fn coverage_replaces_a_colour_output_the_hud_has_no_target_for() {
let mut module = naga::front::wgsl::parse_str(
"struct Out { @location(0) color: vec4<f32>, @location(1) unused: vec4<f32> }
@fragment fn fs() -> Out { return Out(vec4(0.5), vec4(1.0)); }",
)
.unwrap();
wrap(&mut module, "fs", wgpu::BlendState::ALPHA_BLENDING.color).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap();
let result = module.entry_points[0].function.result.as_ref().unwrap();
let naga::TypeInner::Struct { members, .. } = &module.types[result.ty].inner else {
panic!("the wrapped entry returns a struct");
};
let names: Vec<_> = members.iter().map(|m| m.name.as_deref().unwrap()).collect();
assert_eq!(names, ["color", "coverage"]);
}
}
@@ -162,11 +162,13 @@ fn horizon_material_color(in: HorizonMaterialOut, translucent: bool) -> vec4<f32
horizon_material_face_normal = normal;
horizon_surface = vec4<f32>(0.0);
let tangent = horizon_material_tangent(in.base, in.uv, normal);
return material(MaterialInput(albedo, in.tint, in.light, in.lightmap, in.position, in.uv,
translucent, horizon_sprite_tags(in.layer & 0x7fffu),
let out = material(MaterialInput(vec4(horizon_line_in(albedo.rgb), albedo.a),
vec4(horizon_line_in(in.tint.rgb), in.tint.a), in.light, horizon_line_in(in.lightmap),
in.position, in.uv, translucent, horizon_sprite_tags(in.layer & 0x7fffu),
horizon_sprite_material(in.layer & 0x7fffu), in.clip.xy / frame.resolution,
in.face, fluid, in.emission, normal, tangent,
horizon_terrain_native_colored_light(in.position), in.displaced)).color;
horizon_line_in(horizon_terrain_native_colored_light(in.position)), in.displaced)).color;
return vec4(horizon_line_out(out.rgb), out.a);
}
var<private> horizon_material_face_normal: vec3<f32>;
struct HorizonMaterialSolid {
@@ -332,7 +334,7 @@ fn horizon_material_displace(pos: vec3<f32>, uv: vec2<f32>, layer: u32, color: v
let fluid = high >= 8u && (high & 7u) < 6u;
let lit = min(vec2(f32(light.y), f32(light.x)) / 240.0, vec2(1.0));
return vertex(VertexInput(pos, uv, horizon_sprite_material(layer & 0x7fffu), lit,
vec4(color.rgb, 1.0), select(0u, high & 7u, fluid), u32(fluid)));
vec4(horizon_line_in(color.rgb), 1.0), select(0u, high & 7u, fluid), u32(fluid)));
}
";
@@ -349,12 +351,13 @@ fn shader_source(
source: &str,
tags: &[(u32, u32)],
materials: &[(u32, u32)],
vertex: bool,
displaced: bool,
(vertex, displaced): (bool, bool),
api: horizon_shader_api::Api,
) -> String {
format!(
"{source}\n// Horizon's terrain (terrain.wgsl)\n{}{}{}{}{ENTRIES}{}{}",
"{source}\n// Horizon's terrain (terrain.wgsl)\n{}{}{}{}{}{ENTRIES}{}{}",
vanilla_terrain(),
super::native_post::line_helpers(api),
if vertex {
DISPLACE_PACK
} else {
@@ -378,8 +381,9 @@ fn module(
materials: &[(u32, u32)],
vertex: bool,
displaced: bool,
api: horizon_shader_api::Api,
) -> Result<naga::Module, String> {
let text = shader_source(&stage.source, tags, materials, vertex, displaced);
let text = shader_source(&stage.source, tags, materials, (vertex, displaced), api);
naga::front::wgsl::parse_str(&text)
.map_err(|e| format!("{}: {}", stage.file, e.emit_to_string(&text)))
}
@@ -403,6 +407,7 @@ impl NativeMaterial {
shape.sprite_materials,
vertex,
displaced.is_some(),
frame.api,
)?;
let mut constants = present_constants(&module, constants);
let sprite_names = [
@@ -562,7 +567,7 @@ impl NativeMaterial {
#[cfg(test)]
mod tests {
use super::*;
use horizon_shader_api::{MANIFEST, Pack, StageKind, check};
use horizon_shader_api::{Api, MANIFEST, Pack, StageKind, check};
fn stage(material: &str) -> CheckedStage {
let manifest = "schema = 1\nid = \"t\"\nname = \"T\"\nversion = \"1\"\napi = \"0.1\"\n\
@@ -609,7 +614,7 @@ mod tests {
let tags = [(7, 1), (3, 1), (9, 2)];
let materials = [(5, 1000)];
assert!(layer_table("t", &tags).contains("case 3u, 7u: { return 1u; }"));
let module = module(&stage, &tags, &materials, false, false).unwrap();
let module = module(&stage, &tags, &materials, false, false, Api::V0_1).unwrap();
let info = naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
@@ -622,8 +627,8 @@ mod tests {
&stage.source,
&tags,
&materials,
false,
false
(false, false),
Api::V0_1
))
)
});
@@ -647,6 +652,33 @@ mod tests {
);
}
/// The terrain shader of a 0.2 pack with a vertex stage, whose tint the renderer decodes.
#[test]
fn the_terrain_validates_with_a_0_2_pack() {
let manifest = "schema = 1\nid = \"t\"\nname = \"T\"\nversion = \"1\"\napi = \"0.2\"\n\
[material]\nfile = \"material.wgsl\"\n[vertex]\nfile = \"vertex.wgsl\"\n";
let material = "fn material(input: MaterialInput) -> Surface {\n \
return Surface(input.albedo * input.tint * vec4(input.colored_light, 1.0));\n}\n";
let vertex = "fn vertex(input: VertexInput) -> vec3<f32> {\n \
return input.position + input.tint.rgb;\n}\n";
let files = [
(MANIFEST, manifest),
("material.wgsl", material),
("vertex.wgsl", vertex),
]
.map(|(n, t)| (n.to_owned(), t.as_bytes().to_vec()))
.into();
let report = check(&Pack::from_files(files).unwrap()).unwrap();
let stage = report.stages.iter().find(|s| s.kind == StageKind::Material);
let module = module(stage.unwrap(), &[], &[], true, false, Api::V0_2).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap();
}
#[test]
fn the_displaced_grid_validates_with_a_pack() {
let manifest = "schema = 1\nid = \"t\"\nname = \"T\"\nversion = \"1\"\napi = \"0.1\"\n\
@@ -661,14 +693,14 @@ mod tests {
let mut report = check(&Pack::from_files(files).unwrap()).unwrap();
let stage = report.stages.remove(0);
let materials = [(5, 1000)];
let module = module(&stage, &[], &materials, false, true).unwrap();
let module = module(&stage, &[], &materials, false, true, Api::V0_1).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap_or_else(|e| {
let text = shader_source(&stage.source, &[], &materials, false, true);
let text = shader_source(&stage.source, &[], &materials, (false, true), Api::V0_1);
panic!("{}", e.emit_to_string(&text))
});
for entry in [
@@ -681,4 +713,116 @@ mod tests {
);
}
}
/// An identity material (vanilla's own lighting, `albedo * tint * lightmap`) under 0.2,
/// its colours decoded on the way in and encoded on the way out as the entries do, draws
/// what 0.1's does (vanilla's) within an 8-bit step.
#[test]
fn an_identity_0_2_material_is_vanilla_s_within_an_8_bit_step() {
let instance = crate::gfx::test_gpu::instance();
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;
};
// The entries' call of `material`, with a 16×16 grid of colours.
let entry = "@vertex fn vs(@builtin(vertex_index) i: u32) -> @builtin(position) vec4<f32> {
return vec4<f32>(vec2<f32>(f32((i << 1u) & 2u), f32(i & 2u)) * 2.0 - 1.0, 0.0, 1.0);
}
@fragment fn fs(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let c = floor(p.xy) / 15.0;
let albedo = vec4(c.x, c.y, 1.0 - c.x, 1.0);
let tint = vec4(0.9, 1.0 - 0.5 * c.y, 0.7, 1.0);
let lightmap = vec3(c.y, 0.8, 1.0 - c.y);
let out = material(MaterialInput(vec4(horizon_line_in(albedo.rgb), albedo.a),
vec4(horizon_line_in(tint.rgb), tint.a), vec2(1.0), horizon_line_in(lightmap),
vec3(0.0), vec2(0.0), false, 0u, 0u, vec2(0.0), 0u, 0u, 0.0, vec3(0.0, 1.0, 0.0),
vec4(1.0, 0.0, 0.0, 1.0), horizon_line_in(vec3(0.0)), 0.0)).color;
return vec4(horizon_line_out(out.rgb), out.a);
}
";
let vanilla = "fn material(input: MaterialInput) -> Surface {\n \
return Surface(input.albedo * input.tint * vec4(input.lightmap, 1.0));\n}\n";
let format = wgpu::TextureFormat::Rgba8Unorm;
let draw = |api: Api| {
let manifest = format!(
"schema = 1\nid = \"t\"\nname = \"T\"\nversion = \"1\"\napi = \"{api}\"\n\
[material]\nfile = \"material.wgsl\"\n"
);
let files = [(MANIFEST, manifest.as_str()), ("material.wgsl", vanilla)]
.map(|(n, t)| (n.to_owned(), t.as_bytes().to_vec()))
.into();
let report = check(&Pack::from_files(files).unwrap()).unwrap();
let source = report.stages[0].source.clone()
+ horizon_shader_api::stages::PBR_STUB
+ super::super::native_post::line_helpers(api)
+ entry;
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(source.into()),
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &module,
entry_point: Some("vs"),
compilation_options: Default::default(),
buffers: &[],
},
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: Some("fs"),
compilation_options: Default::default(),
targets: &[Some(format.into())],
}),
multiview_mask: None,
cache: None,
});
let size = wgpu::Extent3d {
width: 16,
height: 16,
depth_or_array_layers: 1,
};
let target = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let view = target.create_view(&Default::default());
let mut encoder = device.create_command_encoder(&Default::default());
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: Default::default(),
})],
..Default::default()
});
pass.set_pipeline(&pipeline);
pass.draw(0..3, 0..1);
drop(pass);
let screenshot = crate::gfx::copy_frame(&device, &mut encoder, &target, [16, 16]);
queue.submit([encoder.finish()]);
screenshot
.slice(..)
.map_async(wgpu::MapMode::Read, |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
screenshot.slice(..).get_mapped_range().unwrap().to_vec()
};
let (old, new) = (draw(Api::V0_1), draw(Api::V0_2));
let worst = old.iter().zip(&new).map(|(a, b)| a.abs_diff(*b)).max();
assert!(worst.is_some_and(|w| w <= 1), "{worst:?}");
}
}
@@ -90,6 +90,27 @@ impl NativePack {
report: Report,
constants: &[(String, f64)],
lights: super::block_light::LightTable,
) -> Result<(Self, Vec<String>), String> {
// A backend may refuse a layout or pipeline the pack asks for (a stage's bindings
// past its sampled-texture limit, say, as OpenGL's 16 was before #10095): the pack
// is refused with that error instead of a validation panic in the renderer.
let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
let built = Self::build(device, queue, terrain, report, constants, lights);
let refused = pollster::block_on(scope.pop());
match (built, refused) {
(Ok(built), None) => Ok(built),
(Ok(_), Some(e)) => Err(e.to_string()),
(Err(e), _) => Err(e),
}
}
fn build(
device: &wgpu::Device,
queue: &wgpu::Queue,
terrain: &TerrainShape<'_>,
report: Report,
constants: &[(String, f64)],
lights: super::block_light::LightTable,
) -> Result<(Self, Vec<String>), String> {
let (globals, format) = (terrain.globals, terrain.format);
let textures = super::native_post::pack_textures(device, queue, &report);
@@ -101,7 +122,15 @@ impl NativePack {
let settings = chosen
.as_ref()
.map(|settings| super::native_shadow::fitted(device, settings));
let mut frame = NativeFrame::new(device, settings.as_ref(), textures, lights, terrain.pbr);
let api = report.manifest.api;
let mut frame = NativeFrame::new(
device,
settings.as_ref(),
textures,
lights,
terrain.pbr,
api,
);
// `[displacement]`, unless its option is off; nothing to displace without heights.
let displacement = report
.manifest
@@ -222,8 +251,13 @@ impl NativePack {
)
})
.transpose()?;
let post = (!post.is_empty())
.then(|| NativePost::new(device, post, &report.manifest, constants, format, &frame))
// A 0.2 pack always has one: its decode and tonemap run without a chain too.
let tonemap = others.iter().find(|s| s.kind == StageKind::Tonemap);
let post = (!post.is_empty() || api == horizon_shader_api::Api::V0_2)
.then(|| {
let manifest = &report.manifest;
NativePost::new(device, post, manifest, constants, format, &frame, tonemap)
})
.transpose()?;
let mut labels: Vec<String> = sky.iter().map(|s| s.label.clone()).collect();
labels.extend(
@@ -265,9 +299,90 @@ impl NativePack {
#[cfg(test)]
mod tests {
use super::chosen_shadow;
use super::{NativePack, TerrainShape, chosen_shadow};
use horizon_shader_api::manifest::{OptionKind, PackOption, Shadow};
/// A device with OpenGL's minimum 16 sampled textures per stage refuses a pack whose
/// sky adds the terrain's 10 to the frame's 9: that is the pack's error to report, not
/// a validation panic (#10095).
#[test]
fn a_pack_the_backend_refuses_is_an_error_not_a_panic() {
use horizon_shader_api::{MANIFEST, Pack, check};
let instance = crate::gfx::test_gpu::instance();
let Ok(adapter) = pollster::block_on(instance.request_adapter(&Default::default())) else {
return;
};
let mut limits = adapter.limits();
limits.max_sampled_textures_per_shader_stage = 16;
let Ok((device, queue)) =
pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor {
required_limits: limits,
..Default::default()
}))
else {
return;
};
// The terrain's group 0: its uniform and the 10 sampled textures (_terrain.wgsl_'s
// 8 sprite arrays, the lightmap and the emission thresholds).
let entry = |binding, ty| wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty,
count: None,
};
let mut entries = vec![entry(
0,
wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
)];
entries.extend((1..=10).map(|binding| {
entry(
binding,
wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
)
}));
let globals = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &entries,
});
let empty = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[],
});
let terrain = TerrainShape {
globals: &globals,
flat: None,
sprites: [1.0, 2048.0],
format: wgpu::TextureFormat::Rgba8Unorm,
sprite_tags: &[],
sprite_materials: &[],
entities: &empty,
weather_groups: [&empty, &empty],
pbr: None,
};
let manifest = "schema = 1\nid = \"t\"\nname = \"T\"\nversion = \"1\"\napi = \"0.1\"\n\
[sky]\nfile = \"sky.wgsl\"\n";
let files = [
(MANIFEST, manifest),
(
"sky.wgsl",
"fn sky(input: SkyInput) -> vec4<f32> { return input.color; }\n",
),
]
.map(|(n, t)| (n.to_owned(), t.as_bytes().to_vec()))
.into();
let report = check(&Pack::from_files(files).unwrap()).unwrap();
let built = NativePack::new(&device, &queue, &terrain, report, &[], Default::default());
assert!(built.is_err(), "the pack should be refused");
}
fn option(id: &str, kind: OptionKind) -> PackOption {
PackOption {
id: id.into(),
File diff suppressed because it is too large. Load diff
@@ -6,7 +6,7 @@
//! draw lists (`ShadowView`) serve both; the map's texels are distorted toward the camera as the
//! prelude's `shadow_position` undoes.
use horizon_shader_api::{Frame as FrameInputs, manifest::Shadow as Settings, stages::GROUP};
use horizon_shader_api::{Api, Frame as FrameInputs, manifest::Shadow as Settings, stages::GROUP};
use horizon_shaders::Shadow;
use super::native_material::TerrainShape;
@@ -75,7 +75,7 @@ fn horizon_shadow_cutout(in: HorizonShadowOut) {
@fragment fn horizon_shadow_fs_translucent(in: HorizonShadowOut) -> @location(0) vec4<f32> {
let color = horizon_terrain_sprite(in.uv, in.layer & 0x7fffu);
if color.a < 0.01 { discard; }
return vec4(color.rgb * in.tint, select(min(color.a, 0.99), 1.0, in.fluid != 0u));
return vec4(horizon_line_in(color.rgb * in.tint), select(min(color.a, 0.99), 1.0, in.fluid != 0u));
}
";
@@ -152,8 +152,13 @@ pub struct ShadowGrid<'a> {
pub normals: &'a wgpu::TextureView,
}
/// `shadow_color`'s format.
const SHADOW_COLOR: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
/// `shadow_color`'s format: under 0.2 it holds linear light, which 8 bits would band.
fn shadow_color(api: Api) -> wgpu::TextureFormat {
match api {
Api::V0_1 => wgpu::TextureFormat::Rgba8Unorm,
Api::V0_2 => super::native_post::INTERMEDIATE,
}
}
/// The shader pack's shadow camera for `settings`: orthographic over `distance` each side,
/// staying put while the camera walks a `SNAP`-block cell. The map is distorted about its
@@ -218,7 +223,7 @@ pub struct ShadowMap {
}
impl ShadowMap {
pub fn new(device: &wgpu::Device, settings: Option<&Settings>) -> Self {
pub fn new(device: &wgpu::Device, settings: Option<&Settings>, api: Api) -> Self {
let size = settings.map_or(1, |s| s.resolution);
let texture = |label, format, usage| {
device.create_texture(&wgpu::TextureDescriptor {
@@ -250,7 +255,7 @@ impl ShadowMap {
);
let color = texture(
"Native shader pack shadow colour",
SHADOW_COLOR,
shadow_color(api),
wgpu::TextureUsages::empty(),
);
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
@@ -474,6 +479,7 @@ fn shader_source(
vertex: Option<&str>,
materials: &[(u32, u32)],
grid: Option<&str>,
api: Api,
) -> String {
let table = super::native_material::layer_table("horizon_sprite_material", materials);
let (head, displace) = match (grid, vertex) {
@@ -504,11 +510,12 @@ fn shader_source(
),
};
format!(
"{head}// Horizon's terrain (terrain.wgsl)\n{}{solid}{displace}{ENTRIES}",
"{head}// Horizon's terrain (terrain.wgsl)\n{}{solid}{}{displace}{ENTRIES}",
prefixed(
section(TERRAIN, "struct Globals {", "// Sky (SkyRenderer)"),
PREFIX
)
),
super::native_post::line_helpers(api)
)
}
@@ -527,6 +534,7 @@ impl NativeShadow {
vertex.map(|s| s.source.as_str()),
shape.sprite_materials,
grid.as_ref().map(|g| g.material.source.as_str()),
frame.api,
);
let module = naga::front::wgsl::parse_str(&text)
.map_err(|e| format!("shadow pass: {}", e.emit_to_string(&text)))?;
@@ -613,7 +621,7 @@ impl NativeShadow {
attributes: &instance_attributes,
};
let color_target = [Some(wgpu::ColorTargetState {
format: SHADOW_COLOR,
format: shadow_color(frame.api),
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})];
@@ -731,8 +739,9 @@ mod tests {
#[test]
fn the_shadow_shader_validates() {
for materials in [&[][..], &[(3, 7), (4, 8), (9, 7)][..]] {
let text = shader_source(&shadow_solid(materials, &[7]), None, materials, None);
let lines = [Api::V0_1, Api::V0_2];
for (materials, api) in [&[][..], &[(3, 7), (4, 8), (9, 7)][..]].iter().zip(lines) {
let text = shader_source(&shadow_solid(materials, &[7]), None, materials, None, api);
let module = naga::front::wgsl::parse_str(&text).unwrap();
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
@@ -767,6 +776,7 @@ mod tests {
None,
&materials,
Some(&stage.source),
Api::V0_1,
);
let module = naga::front::wgsl::parse_str(&text)
.unwrap_or_else(|e| panic!("{}", e.emit_to_string(&text)));
@@ -17,7 +17,8 @@ const PREFIX: &str = "horizon_sky_";
const PACK_ENTRY: &str = "
@fragment fn horizon_sky_fs_pack(in: horizon_sky_SkyOut) -> @location(0) vec4<f32> {
let d = horizon_sky_view_ray(in.ndc);
return vec4(sky(SkyInput(d, vec4(horizon_sky_sky_along_ray(d), 1.0))).rgb, 1.0);
let color = vec4(horizon_line_in(horizon_sky_sky_along_ray(d)), 1.0);
return vec4(horizon_line_out(sky(SkyInput(d, color)).rgb), 1.0);
}
";
@@ -38,10 +39,11 @@ fn vanilla_sky() -> String {
}
/// The sky shader for the pack's sky stage `source`.
fn shader_source(source: &str) -> String {
fn shader_source(source: &str, api: horizon_shader_api::Api) -> String {
format!(
"{source}\n// Horizon's sky (terrain.wgsl)\n{}{PACK_ENTRY}",
vanilla_sky()
"{source}\n// Horizon's sky (terrain.wgsl)\n{}{}{PACK_ENTRY}",
vanilla_sky(),
super::native_post::line_helpers(api)
)
}
@@ -99,7 +101,7 @@ fn build(
frame: &NativeFrame,
stage: &CheckedStage,
) -> Result<(naga::Module, wgpu::PipelineLayout), String> {
let text = shader_source(&stage.source);
let text = shader_source(&stage.source, frame.api);
let module = naga::front::wgsl::parse_str(&text)
.map_err(|e| format!("{}: {}", stage.file, e.emit_to_string(&text)))?;
let mut groups: [Option<&wgpu::BindGroupLayout>; GROUP as usize + 1] = Default::default();
@@ -195,7 +197,7 @@ mod tests {
// A pack may use the renderer's names for its own things.
let own = "override gain: f32;\nconst PI: f32 = 3.0;\nfn view_ray() -> f32 { return PI; }\n\
fn sky(input: SkyInput) -> vec4<f32> { return input.color * gain * view_ray(); }\n";
let text = shader_source(&stage(own).source);
let text = shader_source(&stage(own).source, horizon_shader_api::Api::V0_1);
let module = naga::front::wgsl::parse_str(&text).unwrap_or_else(|e| {
panic!("{}", e.emit_to_string(&text));
});
@@ -252,7 +254,14 @@ mod tests {
resource: globals_buffer.as_entire_binding(),
}],
});
let frame = NativeFrame::new(&device, None, Vec::new(), Default::default(), None);
let frame = NativeFrame::new(
&device,
None,
Vec::new(),
Default::default(),
None,
horizon_shader_api::Api::V0_1,
);
queue.write_buffer(
&frame.buffer,
0,
@@ -728,6 +728,13 @@ impl PackAtlas {
),
("mc_Entity", entity),
("at_midBlock", mid_block),
// Horizon's own: the face's HDR tier (`mesher::emitting`'s code in the colour's low
// alpha nibble): 0 for none, 1 to 4 for low to very bright, plus 4 when the whole
// face shines (`mesher::WHOLE`).
(
"horizonTier",
"float(15u - (uint(round(hz_v_color.a * 255.0)) & 15u))",
),
(
"mc_midTexCoord",
"vec4((hz_cell + hz_mid) * hz_scale, 0.0, 1.0)",
@@ -157,6 +157,7 @@ fn terrain_fade_reaches_pack_pixels_through_real_instances() {
flat,
geometry,
origin,
0x80ffffff,
);
let fade = if requested { expected } else { 1.0 };
let expected = [
@@ -182,6 +183,96 @@ fn terrain_fade_reaches_pack_pixels_through_real_instances() {
assert_eq!(count, 98);
}
/// `horizonTier`: the HDR tier the mesher marks a light source's faces with (`mesher::emitting`),
/// read by a pack's terrain program, flat or instanced.
#[test]
fn terrain_tier_reaches_pack_pixels() {
let instance = crate::gfx::test_gpu::instance();
let adapter = match pollster::block_on(instance.request_adapter(&Default::default())) {
Ok(adapter) => adapter,
Err(error) => {
eprintln!("SKIP terrain tier GPU control: no adapter: {error}");
return;
}
};
let (device, queue) = pollster::block_on(adapter.request_device(&Default::default())).unwrap();
let array = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 2,
height: 2,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8Unorm,
usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let mut encoder = device.create_command_encoder(&Default::default());
let atlas = PackAtlas::new(&device, &mut encoder, &[array], 1, 1, 2).unwrap();
queue.submit([encoder.finish()]);
let folder = ProbePack(
std::env::temp_dir().join(format!("horizon-terrain-tier-{}", std::process::id())),
);
std::fs::create_dir_all(folder.0.join("shaders")).unwrap();
std::fs::write(
folder.0.join("shaders/gbuffers_terrain.vsh"),
"#version 330\nin float horizonTier;\nout vec4 observation;\n\
void main() {\nobservation = vec4(horizonTier, 0.0, 0.0, 0.0);\n\
gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n}",
)
.unwrap();
std::fs::write(
folder.0.join("shaders/gbuffers_terrain.fsh"),
"#version 330\nin vec4 observation;\nlayout(location = 0) out uvec4 pixel;\n\
void main() { pixel = floatBitsToUint(observation); }",
)
.unwrap();
let pack = horizon_shaders::Pack::open(&folder.0).unwrap();
let mut macros = horizon_shaders::Macros::standard();
let (properties, _) = horizon_shaders::read_properties(&pack, &mut macros);
use crate::mesher::{BRIGHT, LOW, VERY_BRIGHT, WHOLE, emitting};
// No light, low, very bright, and bright all over (4 more).
let cases = [
(0, 0.0),
(LOW, 1.0),
(VERY_BRIGHT, 4.0),
(BRIGHT | WHOLE, 7.0),
];
for flat in [false, true] {
let post = horizon_shaders::load_post(
&pack,
"",
&properties,
&macros,
&horizon_shaders::GameInputs {
terrain: Some(atlas.terrain_inputs(flat)),
..Default::default()
},
);
let program = post
.terrain
.as_ref()
.unwrap_or_else(|| panic!("{:?}", post.notes));
for (tier, expected) in cases {
let origin = section_instance([0.0; 3], 0, 1.0);
let pixel = sample(
&device,
&queue,
&atlas,
program.program.as_ref().unwrap(),
flat,
false,
origin,
emitting(0xffff_ffff, tier),
);
assert_eq!(pixel[0], expected, "tier {tier} flat={flat}");
}
}
}
fn sample(
device: &wgpu::Device,
queue: &wgpu::Queue,
@@ -190,6 +281,7 @@ fn sample(
flat: bool,
geometry: bool,
origin: [f32; 4],
color: u32,
) -> [f32; 4] {
let buffer = |bytes: &[u8], usage| {
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
@@ -209,7 +301,7 @@ fn sample(
let slots = buffer(bytemuck::bytes_of(&0u32), wgpu::BufferUsages::STORAGE);
let vertices: Vec<_> = [[0., 0., 0.], [1., 0., 0.], [1., 1., 0.], [0., 1., 0.]]
.into_iter()
.map(|pos| TerrainVertex::new(pos, [0.25, 0.75], 0, 0x80ffffff, 0))
.map(|pos| TerrainVertex::new(pos, [0.25, 0.75], 0, color, 0))
.collect();
let data = buffer(
bytemuck::cast_slice(&vertices),
@@ -217,6 +217,41 @@ impl CenterDepth {
})
}
/// Once the GPU has finished the frame (`screenshot-sequence`), the depth it copied, as
/// the next frame reads it: an error unless exactly that one sample was read back, never
/// an older one.
pub fn take_completed(&mut self, device: &wgpu::Device) -> Result<f32, String> {
device
.poll(wgpu::PollType::Poll)
.map_err(|e| e.to_string())?;
let state = |s: &Slot| s.state.load(Ordering::Acquire);
let mut mapped = self.slots.iter().filter(|s| state(s) == MAPPED);
let (Some(slot), None) = (mapped.next(), mapped.next()) else {
return Err("the frame's centre depth wasn't read back alone".into());
};
if self
.slots
.iter()
.any(|s| !matches!(state(s), FREE | MAPPED))
{
return Err("the frame's centre depth wasn't read back alone".into());
}
let depth = slot
.buffer
.slice(..4)
.get_mapped_range()
.map(|bytes| bytemuck::pod_read_unaligned::<f32>(&bytes[..4]))
.map_err(|e| e.to_string());
slot.buffer.unmap();
slot.state.store(FREE, Ordering::Release);
let depth = depth?;
if !depth.is_finite() {
return Err("the centre depth isn't finite".into());
}
self.latest = Some(depth.clamp(0.0, 1.0));
Ok(depth.clamp(0.0, 1.0))
}
/// The newest depth read back so far, `None` before the first arrives.
pub fn collect(&mut self, device: &wgpu::Device) -> Option<f32> {
let _ = device.poll(wgpu::PollType::Poll);
@@ -265,6 +300,76 @@ mod tests {
});
}
/// Inline and on the submit thread: each finished frame's depth, then none left to
/// take; several outstanding samples are refused.
#[test]
#[ignore = "requires a host GPU"]
fn a_finished_frame_s_depth_is_taken_alone_never_an_older_one() {
let (device, raw) = test_device().expect("host GPU required");
let depth = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 3,
height: 3,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let view = depth.create_view(&Default::default());
for threaded in [false, true] {
let queue = super::super::submit::Queue::new(raw.clone(), threaded);
if threaded {
assert!(queue.threaded(), "deferred submit unavailable");
}
let mut center = CenterDepth::new(&device);
assert!(center.take_completed(&device).is_err());
for value in [0.125, 0.75, 0.25] {
let mut encoder = device.create_command_encoder(&Default::default());
clear(&mut encoder, &view, value);
center.copy(&device, &mut encoder, &depth);
let after = center.submitted().expect("one copied sample");
if threaded {
let job = super::super::submit::Job {
encoder,
surface: None,
after: Some(Box::new(after)),
};
assert!(queue.submit_later(job).is_ok());
queue.wait();
} else {
queue.submit([encoder.finish()]);
after();
}
device
.poll(wgpu::PollType::Wait {
submission_index: None,
timeout: Some(std::time::Duration::from_secs(30)),
})
.unwrap();
assert_eq!(center.take_completed(&device).unwrap(), value);
assert_eq!(center.collect(&device), Some(value));
assert!(
center.take_completed(&device).is_err(),
"no stale latest fallback"
);
}
// Several outstanding copies are ambiguous, even after they all map.
let mut encoder = device.create_command_encoder(&Default::default());
for _ in 0..SLOTS {
center.copy(&device, &mut encoder, &depth);
}
queue.submit([encoder.finish()]);
center.submitted().unwrap()();
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
assert!(center.take_completed(&device).is_err());
}
}
/// Frames that go to the submit thread start their readback there: the centre depth
/// follows the frames instead of keeping the first ones' depth.
#[test]
@@ -30,7 +30,7 @@ pub fn buffers() -> [Option<wgpu::VertexBufferLayout<'static>>; 1] {
/// What `gbuffers_entities` and `gbuffers_block` read from an entity vertex: camera-relative
/// position, the shared atlas's UV, colour, light (block, sky in 16ths) and the world-oriented
/// normal. The quad's corners, read from the same vertices at set 1, give the face normal where
/// the vertex has none (block entities) and `at_tangent` along the texture's u, as for terrain.
/// the vertex has none (custom geometry) and `at_tangent` along the texture's u, as for terrain.
pub fn inputs() -> horizon_shaders::GbuffersInputs {
let words = std::mem::size_of::<Vertex>() / 4;
let mut declarations = "layout(location = 0) in vec3 hz_v_pos;\nlayout(location = 1) in vec2 hz_v_uv;\n\
@@ -107,6 +107,10 @@ pub fn inputs() -> horizon_shaders::GbuffersInputs {
"at_velocity",
"hz_velocity(gbufferModelView, gbufferPreviousModelView)",
),
// Horizon's own, as for terrain: the HDR tier of a light-giving item, particle or glowing
// text (`mesher::hdr_tier`, the overlay's high bits), 0 for none, 1 to 4 for low to very
// bright.
("horizonTier", "float((hz_v_overlay >> 16u) & 255u)"),
];
horizon_shaders::GbuffersInputs {
declarations,
@@ -454,9 +458,31 @@ impl PackEntities {
let first = spans.first().map_or(entities.len(), |s| s.start as usize);
extend_without_portals(rest, &entities[..first.min(entities.len())]);
let (mut other, mut portal_faces, mut beam_faces) = (Vec::new(), Vec::new(), Vec::new());
let mut without_fluids = Vec::new();
for (span, range) in runs(entities.len(), spans) {
let run_start = range.start as u32;
let whole = &entities[range];
// A native fluid carries sprite-array UVs, not shared-atlas UVs.
// Keep it in its own material even when a shader pack draws the
// model in the same block-entity run. Do not corrupt either UV space.
let whole: &[Vertex] = if whole
.chunks(4)
.any(|q| super::is_native_terrain(q[0].layer))
{
without_fluids.clear();
for quad in whole.chunks(4) {
if super::is_native_terrain(quad[0].layer) {
if !span.hidden {
rest.extend_from_slice(quad);
}
} else {
without_fluids.extend_from_slice(quad);
}
}
&without_fluids
} else {
whole
};
// A block entity's run can hold End portal faces and beams beside plain parts (an End
// gateway: its cube and its beam): each goes to its own program.
// Beacon beams come in a run of their own, at stage NONE (game.rs: no stage of 5.4
@@ -1141,6 +1167,83 @@ fn skin_runs(skin: &super::entity_skin::SkinFrame) -> Vec<(EntitySpan, Range<u32
mod gpu_span_tests {
use super::*;
use crate::gfx::entity_skin::{SkinFrame, SkinJob};
#[test]
#[ignore = "requires a Vulkan/Metal/DX12 adapter"]
fn native_fluid_stays_native_while_model_uses_pack() {
let instance = crate::gfx::test_gpu::instance();
let adapter = pollster::block_on(instance.request_adapter(&Default::default())).unwrap();
let (device, queue) =
pollster::block_on(adapter.request_device(&Default::default())).unwrap();
let layout = super::super::pack_draw::DrawUniforms::new(&device);
let mut geometry = PackEntities::new(&device, &layout.layout);
for overlay in [
super::super::FLUID_OVERLAY,
super::super::TERRAIN_MODEL_SOLID_OVERLAY,
super::super::TERRAIN_MODEL_CUTOUT_OVERLAY,
super::super::TERRAIN_MODEL_CUTOUT_MIPPED_OVERLAY,
] {
let mut mixed = vec![
Vertex {
layer: 0,
..bytemuck::Zeroable::zeroed()
};
8
];
for v in &mut mixed[4..] {
v.layer = overlay | 279 << 16;
v.uv = [0.25, 0.75];
v.glint_uv = [17.0, 0.0];
}
let mut rest = Vec::new();
for hidden in [false, true] {
geometry.prepare(
&device,
&queue,
&layout.layout,
&mixed,
&[EntitySpan {
start: 0,
id: 77,
stage: render_stage("BLOCK_ENTITIES"),
hidden,
..Default::default()
}],
[true; PROGRAMS],
([0.; 4], [1; 2]),
Casters {
blocks: true,
..Default::default()
},
&mut rest,
None,
(&[], &[]),
);
assert_eq!(
geometry.scratch.len(),
4,
"the model still uses the shader pack"
);
assert_eq!(geometry.draws.len(), 1);
assert_eq!(
(geometry.draws[0].pack, geometry.draws[0].shadow),
(!hidden, true)
);
if hidden {
assert!(
rest.is_empty(),
"hidden native fluid must not leak into the visible pass"
);
} else {
assert_eq!(
bytemuck::cast_slice::<_, u8>(&rest),
bytemuck::cast_slice::<_, u8>(&mixed[4..]),
"fluid UV/layer payload cannot be sampled from the entity atlas"
);
}
}
}
}
#[test]
fn posed_draws_preserve_subject_ids_overlays_and_hidden_shadow_casters() {
let mut skin = SkinFrame {
@@ -1529,3 +1632,44 @@ mod velocity_translate_tests {
let _ = std::fs::remove_dir_all(&dir);
}
}
#[cfg(test)]
mod tier_translate_tests {
/// A pack's entity and hand programs may read `horizonTier`, the overlay's HDR tier.
#[test]
fn a_pack_reading_horizon_tier_translates_for_entities_and_the_hand() {
let dir = std::env::temp_dir().join(format!("hz-entity-tier-{}", std::process::id()));
let shaders = dir.join("shaders");
std::fs::create_dir_all(&shaders).unwrap();
std::fs::write(
shaders.join("gbuffers_entities.vsh"),
"#version 120\nattribute float horizonTier;\nvarying float t;\n\
void main() {\n gl_Position = ftransform();\n t = horizonTier;\n}\n",
)
.unwrap();
std::fs::write(
shaders.join("gbuffers_entities.fsh"),
"#version 120\nvarying float t;\nvoid main() {\n gl_FragData[0] = vec4(t);\n}\n",
)
.unwrap();
let pack = horizon_shaders::Pack::open(&dir).unwrap();
let m = horizon_shaders::Macros::standard();
let vsh = horizon_shaders::preprocess(&pack, "gbuffers_entities.vsh", &m);
let fsh = horizon_shaders::preprocess(&pack, "gbuffers_entities.fsh", &m);
for (who, inputs) in [
("entities", super::inputs()),
("hand", super::super::pack_hand::inputs()),
] {
let attribute = inputs.attributes.iter().find(|(n, _)| n == "horizonTier");
assert!(attribute.is_some(), "{who}");
horizon_shaders::translate_gbuffers(
&vsh,
&fsh,
horizon_shaders::Target::Buffers,
&inputs,
)
.unwrap_or_else(|e| panic!("{who}: {e:?}"));
}
let _ = std::fs::remove_dir_all(&dir);
}
}
@@ -23,6 +23,13 @@ pub(super) struct PackImage {
}
impl PackImage {
pub(super) fn reset_history(&mut self) {
self.view = None;
self.copy = None;
self.before = None;
self.made_for = [0; 2];
}
pub(super) fn sample_type(&self, features: wgpu::Features) -> wgpu::TextureSampleType {
self.format
.sample_type(None, Some(features))
@@ -316,6 +323,11 @@ impl StandIn {
}
}
pub(super) fn reset_stand_ins(device: &wgpu::Device, images: &mut Vec<StandIn>) {
let wanted = images.iter().map(|i| (i.format, i.dimension)).collect();
*images = stand_ins(device, wanted);
}
/// One stand-in for each format and dimension of `wanted`.
pub(super) fn stand_ins(
device: &wgpu::Device,
@@ -392,6 +404,12 @@ pub(super) struct Buffers {
}
impl Buffers {
pub(super) fn reset_history(&mut self) {
self.group = None;
self.buffers.clear();
self.made_for = [0; 2];
}
/// The layout of `objects`, bound in `stages`; each buffer is at least its entry in
/// `minimums` long.
pub(super) fn new(
@@ -149,6 +149,7 @@ void main() {
post,
wgpu::TextureFormat::Rgba8Unorm,
world,
&Default::default(),
)
.expect("the pack runs");
let mut pass = post
+484 -88
View File
@@ -31,6 +31,9 @@ const BUFFERS: usize = horizon_shaders::BUFFERS;
mod packed;
#[cfg(test)]
mod history_reset_tests;
#[cfg(test)]
mod world_target_tests;
@@ -43,6 +46,9 @@ mod higher_shadowcolor_tests;
#[cfg(test)]
mod single_side_tests;
#[cfg(test)]
mod mixed_size_tests;
#[cfg(test)]
mod sky_disc_blend_tests;
@@ -70,6 +76,9 @@ mod custom_type_tests;
#[cfg(test)]
mod sky_depth_tests;
#[cfg(test)]
mod end_fan_tests;
#[cfg(test)]
mod runtime_length_tests;
@@ -372,12 +381,13 @@ impl Gpu {
}
}
/// A pass's pipeline: a draw, or a compute dispatch.
/// A pass's pipeline: a draw, or a compute dispatch. Its slot is filled when the pack's
/// pipelines are compiled (`compile`), all of them at once once the pack is laid out.
#[derive(Clone)]
enum Pipeline {
Render(wgpu::RenderPipeline),
Render(Slot<wgpu::RenderPipeline>),
Compute {
pipeline: wgpu::ComputePipeline,
pipeline: Slot<wgpu::ComputePipeline>,
/// `workGroups`, else `workGroupsRender` and the local size.
groups: Option<[u32; 3]>,
render: [f32; 2],
@@ -392,10 +402,12 @@ struct Pass {
pipeline: Pipeline,
/// The same program as vanilla blends the sky's parts (`PostProgram::vanilla_sky_blends`):
/// without blending for the disc and the void, then with `STARS_BLEND` for the stars.
sky_parts: Option<[wgpu::RenderPipeline; 2]>,
sky_parts: Option<[Slot<wgpu::RenderPipeline>; 2]>,
layout: wgpu::BindGroupLayout,
ubo: wgpu::Buffer,
block: Vec<u8>,
/// Shader-declared defaults must survive a reset of the mutable upload block.
initial_block: Vec<u8>,
/// (index into `pack_uniforms::NAMES`, declared type, offset).
uniforms: Vec<(Option<usize>, String, u32)>,
samplers: Vec<Binding>,
@@ -449,9 +461,19 @@ struct Pass {
}
impl Pass {
/// Back to the uniform values the pass was made with, and no bind groups.
fn reset_history(&mut self) {
self.block.clone_from(&self.initial_block);
self.groups.clear();
self.portal_groups.clear();
for compute in &mut self.compute {
compute.reset_history();
}
}
fn render(&self) -> &wgpu::RenderPipeline {
match &self.pipeline {
Pipeline::Render(p) => p,
Pipeline::Render(p) => p.get().expect("compiled with its pack"),
Pipeline::Compute { .. } => unreachable!("a compute pass draws nothing"),
}
}
@@ -494,6 +516,7 @@ struct Targets {
}
/// What a pack's gbuffers programs read and draw from the game's world.
#[derive(Clone)]
pub(super) struct World<'a> {
/// The block atlas and its size.
pub atlas: Option<(wgpu::TextureView, [u32; 2])>,
@@ -1222,6 +1245,7 @@ fn block_ids(
/// The game's geometry a gbuffers program draws: its vertex buffers and, for flat draws
/// (flat.rs), the layout of their bind group 1.
#[derive(Clone)]
pub(super) struct Geometry<'a> {
pub buffers: &'a [Option<wgpu::VertexBufferLayout<'a>>],
pub table: Option<&'a wgpu::BindGroupLayout>,
@@ -1265,6 +1289,177 @@ struct Resources<'a> {
/// Bit n: shadowtex n read through a plain sampler filters linearly (`shadowtexNNearest`
/// unset): the translator's helpers blend a gather of it (`hz_depth_linear`).
shadow_linear: u8,
/// While the pack is laid out for `compile`: the pipelines its programs need. `None`
/// compiles each as its program is built.
jobs: Option<std::cell::RefCell<Vec<Job>>>,
}
impl Resources<'_> {
/// The slot of the render pipeline `job` makes: filled now, or by `compile` when the pack
/// is laid out.
fn render_pipeline(&self, device: &wgpu::Device, job: RenderJob) -> Slot<wgpu::RenderPipeline> {
let slot = Slot::default();
let job = Job::Render(slot.clone(), job);
match &self.jobs {
Some(jobs) => jobs.borrow_mut().push(job),
None => job.create(device),
}
slot
}
/// As `render_pipeline`, for a compute pipeline.
fn compute_pipeline(
&self,
device: &wgpu::Device,
job: ComputeJob,
) -> Slot<wgpu::ComputePipeline> {
let slot = Slot::default();
let job = Job::Compute(slot.clone(), job);
match &self.jobs {
Some(jobs) => jobs.borrow_mut().push(job),
None => job.create(device),
}
slot
}
}
/// A pipeline, made once: `Pipeline`'s, filled by its `Job`.
type Slot<T> = std::sync::Arc<std::sync::OnceLock<T>>;
/// What a render pipeline of a pack's program is made of, kept to make it later.
#[derive(Clone)]
struct RenderJob {
label: String,
layout: wgpu::PipelineLayout,
vs: wgpu::ShaderModule,
fs: wgpu::ShaderModule,
/// The vertex buffers: stride, step mode and attributes.
buffers: Vec<Option<(u64, wgpu::VertexStepMode, Vec<wgpu::VertexAttribute>)>>,
primitive: wgpu::PrimitiveState,
depth_stencil: Option<wgpu::DepthStencilState>,
targets: Vec<Option<wgpu::ColorTargetState>>,
}
/// What a compute pipeline of a pack's program is made of.
struct ComputeJob {
label: String,
layout: wgpu::PipelineLayout,
module: wgpu::ShaderModule,
}
/// A pipeline to make, and the slot it goes in.
enum Job {
Render(Slot<wgpu::RenderPipeline>, RenderJob),
Compute(Slot<wgpu::ComputePipeline>, ComputeJob),
}
impl Job {
/// Makes the pipeline (the driver compiles its shaders here) into its slot.
fn create(&self, device: &wgpu::Device) {
match self {
Job::Render(slot, j) => {
let buffers: Vec<Option<wgpu::VertexBufferLayout>> = j
.buffers
.iter()
.map(|b| {
b.as_ref()
.map(|(stride, step, attributes)| wgpu::VertexBufferLayout {
array_stride: *stride,
step_mode: *step,
attributes,
})
})
.collect();
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&j.label),
layout: Some(&j.layout),
vertex: wgpu::VertexState {
module: &j.vs,
entry_point: Some("main"),
compilation_options: Default::default(),
buffers: &buffers,
},
primitive: j.primitive,
depth_stencil: j.depth_stencil.clone(),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &j.fs,
entry_point: Some("main"),
compilation_options: Default::default(),
targets: &j.targets,
}),
multiview_mask: None,
cache: None,
});
let _ = slot.set(pipeline);
}
Job::Compute(slot, j) => {
let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some(&j.label),
layout: Some(&j.layout),
module: &j.module,
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
let _ = slot.set(pipeline);
}
}
}
fn label(&self) -> &str {
match self {
Job::Render(_, j) => &j.label,
Job::Compute(_, j) => &j.label,
}
}
}
/// Makes the pipelines of `jobs` on as many threads as the machine has cores (up to 8): the
/// driver compiles a big pack's programs for tens of seconds one at a time, on one core. The
/// first one wgpu or the driver refuses, with why; `None` when all are made.
///
/// A refusal doesn't stop the others: every job is made, so that the serial rebuild `new` then
/// runs finds the driver's shader cache warm instead of compiling the rest cold, one at a time.
/// `cancel` set stops handing out jobs: the caller then drops the pack (`PackPost::new`).
fn compile(
device: &wgpu::Device,
jobs: &[Job],
cancel: &std::sync::atomic::AtomicBool,
) -> Option<(String, String)> {
use std::sync::atomic::{AtomicUsize, Ordering};
let threads = std::thread::available_parallelism()
.map_or(1, |n| n.get())
.clamp(1, 8)
.min(jobs.len().max(1));
let next = AtomicUsize::new(0);
let refused = std::sync::Mutex::new(None);
std::thread::scope(|scope| {
for _ in 0..threads {
scope.spawn(|| {
while !cancel.load(Ordering::Relaxed)
&& let Some(job) = jobs.get(next.fetch_add(1, Ordering::Relaxed))
{
if let Err(e) = checked(device, || job.create(device)) {
let mut refused = refused.lock().unwrap_or_else(|e| e.into_inner());
refused.get_or_insert((job.label().to_owned(), e));
}
}
});
}
});
refused.into_inner().unwrap_or_else(|e| e.into_inner())
}
/// Vertex buffer layouts owned, for a `RenderJob`.
fn owned_buffers(
buffers: &[Option<wgpu::VertexBufferLayout<'_>>],
) -> Vec<Option<(u64, wgpu::VertexStepMode, Vec<wgpu::VertexAttribute>)>> {
buffers
.iter()
.map(|b| {
b.as_ref()
.map(|b| (b.array_stride, b.step_mode, b.attributes.to_vec()))
})
.collect()
}
/// A program's bind group layout (its uniform block, samplers and images) and how each sampler
@@ -1873,60 +2068,47 @@ fn build_pass(
packed::quantise_outputs(&mut fragment, &packed_outputs);
packed::bitcast_outputs(&mut fragment, &int_outputs);
let (vs, fs) = (module(program.vertex), module(fragment));
let descriptor = |targets: &[Option<wgpu::ColorTargetState>]| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&p.name),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &vs,
entry_point: Some("main"),
compilation_options: Default::default(),
// A geometry stage reads its vertices itself.
buffers: geometry
.filter(|_| p.geometry_triangles == 0)
.map_or(&[], |g| g.buffers),
let job = RenderJob {
label: p.name.clone(),
layout: pipeline_layout,
vs,
fs,
// A geometry stage reads its vertices itself.
buffers: geometry
.filter(|_| p.geometry_triangles == 0)
.map_or_else(Vec::new, |g| owned_buffers(g.buffers)),
// Rows flipped to GL's turn front faces clockwise.
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Cw,
cull_mode: geometry
.filter(|g| g.cull && p.geometry_triangles == 0)
.map(|_| wgpu::Face::Back),
..Default::default()
},
depth_stencil: geometry.map(|g| wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(g.depth_write),
depth_compare: Some(wgpu::CompareFunction::LessEqual),
stencil: Default::default(),
bias: if p.name == "gbuffers_damagedblock" {
wgpu::DepthBiasState {
constant: -10,
slope_scale: -1.0,
clamp: 0.0,
}
} else {
Default::default()
},
// Rows flipped to GL's turn front faces clockwise.
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Cw,
cull_mode: geometry
.filter(|g| g.cull && p.geometry_triangles == 0)
.map(|_| wgpu::Face::Back),
..Default::default()
},
depth_stencil: geometry.map(|g| wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(g.depth_write),
depth_compare: Some(wgpu::CompareFunction::LessEqual),
stencil: Default::default(),
bias: if p.name == "gbuffers_damagedblock" {
wgpu::DepthBiasState {
constant: -10,
slope_scale: -1.0,
clamp: 0.0,
}
} else {
Default::default()
},
}),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &fs,
entry_point: Some("main"),
compilation_options: Default::default(),
targets,
}),
multiview_mask: None,
cache: None,
})
}),
targets: targets.to_vec(),
};
let pipeline = descriptor(&targets);
// The program's own blend replaced by vanilla's for the part; a buffer's own
// `blend.<program>.<buffer>` still applies (Iris 1.11.7 blended the sky disc into that
// buffer only, with a probe pack of ours).
// buffer only, with a probe pack of ours). Two more pipelines of the program, made
// with the others (`compile`).
let sky_parts = p.vanilla_sky_blends.then(|| {
[None, Some(blend_state(horizon_shaders::STARS_BLEND))].map(|part| {
let targets: Vec<_> = (targets.iter().enumerate())
let targets: Vec<_> = (job.targets.iter().enumerate())
.map(|(l, t)| {
let (own, blendable) = own_blends.get(l).copied().unwrap_or((None, false));
t.clone().map(|t| wgpu::ColorTargetState {
@@ -1935,10 +2117,16 @@ fn build_pass(
})
})
.collect();
descriptor(&targets)
pack.render_pipeline(
device,
RenderJob {
targets,
..job.clone()
},
)
})
});
(layout, pipeline, sky_parts)
(layout, pack.render_pipeline(device, job), sky_parts)
});
let (layout, pipeline, sky_parts) = match created {
Ok(created) => created,
@@ -1970,6 +2158,7 @@ fn build_pass(
mapped_at_creation: false,
}),
block: interface.initial_values.clone(),
initial_block: interface.initial_values.clone(),
uniforms: interface
.uniforms
.iter()
@@ -2077,15 +2266,12 @@ fn build_compute(
label: Some(&name),
source: wgpu::ShaderSource::Naga(std::borrow::Cow::Owned(module)),
});
let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some(&name),
layout: Some(&pipeline_layout),
module: &module,
entry_point: Some("main"),
compilation_options: Default::default(),
cache: None,
});
(layout, pipeline)
let job = ComputeJob {
label: name.clone(),
layout: pipeline_layout,
module,
};
(layout, pack.compute_pipeline(device, job))
});
let (layout, pipeline) = match created {
Ok(created) => created,
@@ -2105,6 +2291,7 @@ fn build_compute(
mapped_at_creation: false,
}),
block: interface.initial_values.clone(),
initial_block: interface.initial_values.clone(),
uniforms: interface
.uniforms
.iter()
@@ -2153,17 +2340,73 @@ pub struct Refused {
pub notes: Vec<String>,
}
impl Refused {
/// The reason of a build stopped by its `cancel` flag (`PackPost::new`).
const CANCELLED: &str = "cancelled";
fn cancelled(notes: Vec<String>) -> Self {
Self {
reason: Self::CANCELLED.into(),
notes,
}
}
/// Whether the build was cancelled (another pack or dimension asked for): not the pack's
/// fault, so nothing to report to the player.
pub fn is_cancelled(&self) -> bool {
self.reason == Self::CANCELLED
}
}
impl PackPost {
/// Builds the pipelines of `post` for a screen of `screen` format. An error when the pack
/// can't show anything on the screen: the game turns it off, as a pack that fails to load.
///
/// The pack is laid out first and its pipelines are made after, all at once (`compile`).
/// When wgpu or the driver refuses one, the pack is built again a program at a time, so that
/// the program is skipped with its note as it always was.
///
/// `cancel` set (the pack isn't wanted any more) stops the build between programs: a refusal
/// whose `is_cancelled` is true.
pub fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
adapter: &wgpu::Adapter,
post: Post,
screen: wgpu::TextureFormat,
world: World<'_>,
cancel: &std::sync::atomic::AtomicBool,
) -> Result<Self, Refused> {
use std::sync::atomic::Ordering;
let spare = (post.clone(), world.clone());
let (built, jobs) = Self::build(device, queue, adapter, post, screen, world, true, cancel)?;
let refused = compile(device, &jobs, cancel);
// Some pipelines may be left unmade: the pack can't draw.
if cancel.load(Ordering::Relaxed) {
return Err(Refused::cancelled(built.notes));
}
let Some((program, refused)) = refused else {
return Ok(built);
};
log::warn!(
"shader pack: {program} was refused ({refused}): building it again a program at a time"
);
drop((built, jobs));
let (post, world) = spare;
Self::build(device, queue, adapter, post, screen, world, false, cancel)
.map(|(built, _)| built)
}
/// `new`'s work: with `defer`, the pipelines are left to make (the jobs returned).
#[allow(clippy::too_many_arguments)]
fn build(
device: &wgpu::Device,
queue: &wgpu::Queue,
adapter: &wgpu::Adapter,
mut post: Post,
screen: wgpu::TextureFormat,
world: World<'_>,
) -> Result<Self, Refused> {
defer: bool,
cancel: &std::sync::atomic::AtomicBool,
) -> Result<(Self, Vec<Job>), Refused> {
// What the pack's shaders need of its storage buffers, before its parts move out.
let minimums = post.buffer_minimums();
let features = device.features();
@@ -2315,8 +2558,13 @@ impl PackPost {
shadow_linear: (0..2)
.filter(|&n| !shadow_config.nearest[n])
.fold(0, |m, n| m | 1 << n),
jobs: defer.then(Default::default),
};
let mut build = |mut p: horizon_shaders::PostProgram, geometry: Option<&Geometry<'_>>| {
// Not wanted any more: the rest is skipped and the build refused below.
if cancel.load(std::sync::atomic::Ordering::Relaxed) {
return None;
}
let in_shadow = p.group.shadow();
let mut compute = std::mem::take(&mut p.compute);
if !gpu.compute {
@@ -2376,7 +2624,16 @@ impl PackPost {
} else {
written.next()
};
if !in_shadow && group != Group::Final && written.any(|s| Some(s) != first) {
// Sizes of one kind that differ never meet. A size relative to the render size and
// one in pixels can: the pass then draws while they resolve to one size
// (`PackPost::sizes_differ`). Iris 1.11.7 drew a composite program writing
// colortex2 at `0.25 0.25` and colortex3 at `320 180` at 1280×720 (#10454).
let apart = |s: horizon_shaders::BufferSize| {
first.is_some_and(|f| {
f != s && (depth || std::mem::discriminant(&f) == std::mem::discriminant(&s))
})
};
if !in_shadow && group != Group::Final && written.any(apart) {
notes.push(format!(
"{}: writes buffers of different sizes (size.buffer); skipped",
pass.name
@@ -2656,6 +2913,9 @@ impl PackPost {
.filter(|p| !skip.split(',').any(|s| s == p.name))
.filter_map(|p| build(p, None))
.collect();
if cancel.load(std::sync::atomic::Ordering::Relaxed) {
return Err(Refused::cancelled(notes));
}
let stand_ins = pack_images::stand_ins(device, stand_ins.take());
// Terrain in two parts draws both or neither: one alone would leave the other part's
// terrain undrawn. Without either, the game draws all terrain, as when the terrain
@@ -2989,7 +3249,10 @@ impl PackPost {
let white = [255u8; 4];
let black = [0u8; 4];
let flat_normal = [128u8, 128, 255, 255];
Ok(Self {
let jobs = (pack.jobs.as_ref())
.map(std::cell::RefCell::take)
.unwrap_or_default();
let built = Self {
notes,
setup_pending: true,
passes,
@@ -3112,23 +3375,7 @@ impl PackPost {
.create_view(&Default::default()),
textures,
shadow: (
device
.create_texture(&wgpu::TextureDescriptor {
label: Some("Shader pack shadow stand-in"),
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING
| wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
.create_view(&Default::default()),
super::pack_shadow::stand_in(device),
device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Shader pack shadow"),
compare: Some(wgpu::CompareFunction::LessEqual),
@@ -3174,7 +3421,76 @@ impl PackPost {
u
},
shadow_cache: Default::default(),
})
};
Ok((built, jobs))
}
/// `Renderer::finish_sequence_frame`: the centre depth the finished frame copied.
pub fn take_center_depth(&mut self, device: &wgpu::Device) -> Result<(), String> {
self.center_depth
.as_mut()
.ok_or("the shader pack copied no centre depth")?
.take_completed(device)
.map(|_| ())
}
/// Forgets what the pack kept from earlier frames, so the next frame draws as a freshly
/// loaded pack's first: buffers, images, storage buffers and shadow maps start over (made
/// again at their sizes when next drawn), the frame uniforms' history, the custom uniforms
/// and the centre depth too. Compiled programs and the pack's textures stay.
pub fn reset_history(&mut self, device: &wgpu::Device) {
self.uniforms.reset_history();
// A parsed pack's custom uniforms start at tick 0's seed, before any frame of the world.
self.custom.restart_at(0);
self.custom.forget_world();
self.center_depth = None;
self.targets = None;
self.main = 0;
self.mips_valid = 0;
self.rgb_unset = true;
self.final_target = None;
self.blit_group = None;
self.page_groups.clear();
for image in &mut self.images {
image.reset_history();
}
self.buffers.reset_history();
pack_images::reset_stand_ins(device, &mut self.stand_ins);
if let Some(shadow) = &mut self.shadow_targets {
shadow.reset_history(device, &self.uniforms.shadow);
}
self.shadow.0 = super::pack_shadow::stand_in(device);
self.shadow_cleared = false;
self.shadow_cache = Default::default();
self.setup_pending = true;
self.portal_texture = None;
self.portal_rect = [0.0; 4];
let sky = self
.sky
.iter_mut()
.flat_map(|s| s.basic.iter_mut().chain(&mut s.textured));
let entities = self
.entities
.iter_mut()
.flat_map(|e| e.passes.iter_mut().chain(&mut e.shadow).flatten());
for pass in self
.passes
.iter_mut()
.chain(&mut self.terrain)
.chain(&mut self.terrain_cutout)
.chain(&mut self.water)
.chain(sky)
.chain(entities)
.chain(&mut self.clouds)
.chain(&mut self.lines)
.chain(self.weather.iter_mut().flatten())
.chain(self.hand.iter_mut().map(|h| &mut h.0))
.chain(&mut self.shadow_terrain)
.chain(&mut self.shadow_water)
.chain(&mut self.shadow_comp)
{
pass.reset_history();
}
}
/// Writes `pass`'s uniforms for a target of `out` pixels; its bind group for the buffers'
@@ -3434,6 +3750,7 @@ impl PackPost {
else {
return;
};
let pipeline = pipeline.get().expect("compiled with its pack");
let groups = groups.unwrap_or_else(|| {
let n = |k: usize| (size[k] as f32 * render[k] / local[k] as f32).ceil() as u32;
[n(0), n(1), 1]
@@ -3648,8 +3965,8 @@ impl PackPost {
pass.sky_parts
.as_ref()
.and_then(|[plain, stars]| match part.stage {
"SKY" | "VOID" => Some(plain),
"STARS" => Some(stars),
"SKY" | "VOID" => plain.get(),
"STARS" => stars.get(),
_ => None,
});
rp.set_pipeline(part_pipeline.unwrap_or(pass.render()));
@@ -3928,7 +4245,7 @@ impl PackPost {
frame: &super::Frame,
terrain: &mut TerrainDraw<'_>,
) {
if super::sky_visible(frame) {
if super::sky_visible(frame) || super::end_fog_sky(frame) {
self.draw_sky(device, queue, encoder, size, frame);
}
self.draw_terrain(device, queue, encoder, size, TerrainList::Solid, terrain);
@@ -4288,6 +4605,18 @@ impl PackPost {
})
}
/// Whether the buffers `pass` writes have different sizes at the current render size: then
/// it is skipped, as one whose `size.buffer` sizes never meet is when the pack loads. Only
/// a pass writing buffers sized relative to the render size and in pixels can.
fn sizes_differ(&self, pass: &Pass) -> bool {
let Some(targets) = &self.targets else {
return false;
};
let mut sizes = pass.writes.iter().map(|&(_, b)| targets.sizes[b]);
let first = sizes.next();
!pass.group.shadow() && pass.group != Group::Final && sizes.any(|s| Some(s) != first)
}
/// Whether the pack draws terrain itself, or has nothing draw it.
pub fn has_terrain(&self) -> bool {
self.terrain.is_some() || self.terrain_cutout.is_some() || self.terrain_undrawn
@@ -4529,6 +4858,14 @@ impl PackPost {
mips,
});
self.forget_groups();
for pass in self.passes.iter().filter(|p| self.sizes_differ(p)) {
log::info!(
"shader pack: {}: writes buffers of different sizes at {}x{} (size.buffer); skipped",
pass.name,
size[0],
size[1]
);
}
}
/// The shadow pass (2.1, passes 2 and 3): the shadow buffers cleared, then the `shadowcomp`
@@ -5075,6 +5412,10 @@ impl PackPost {
terrain_drawn = true;
self.draw_opaque(device, queue, encoder, size, frame, terrain);
}
// As if the pack didn't have it: no compute stages, flips or stage changes.
if self.sizes_differ(pass) {
continue;
}
if !water_drawn && matches!(pass.group, Group::Composite | Group::Final) {
water_drawn = true;
self.draw_translucent(device, queue, encoder, size, terrain);
@@ -5310,6 +5651,57 @@ mod tests {
assert_eq!(used, [1, 2, 3]);
}
/// A pack's pipelines are made together on several threads: each lands in its pass's slot,
/// and one wgpu refuses comes back by name (the pack is then built a program at a time).
#[test]
fn pipelines_compile_together_and_a_refused_one_is_named() {
let instance = crate::gfx::test_gpu::instance();
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 layout = device.create_pipeline_layout(&Default::default());
let module = |source: &str| {
device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(source.into()),
})
};
let job = |label: &str, module: wgpu::ShaderModule| {
let slot = Slot::default();
let job = ComputeJob {
label: label.into(),
layout: layout.clone(),
module,
};
(slot.clone(), Job::Compute(slot, job))
};
let plain = "@compute @workgroup_size(1) fn main() {}";
let go = std::sync::atomic::AtomicBool::new(false);
let (slots, jobs): (Vec<_>, Vec<_>) = (0..12)
.map(|i| job(&format!("composite{i}"), module(plain)))
.unzip();
// Cancelled before it starts: nothing is made (`new` then drops the pack).
assert_eq!(compile(&device, &jobs, &true.into()), None);
assert!(slots.iter().all(|s| s.get().is_none()));
assert_eq!(compile(&device, &jobs, &go), None);
assert!(slots.iter().all(|s| s.get().is_some()));
// A binding the layout doesn't have: wgpu refuses the pipeline.
let bound = "@group(0) @binding(0) var<storage, read_write> b: array<u32>;\n\
@compute @workgroup_size(1) fn main() { b[0] = 1u; }";
let (_, bad) = job("deferred3", module(bound));
let (slots, mut jobs): (Vec<_>, Vec<_>) =
(0..4).map(|i| job(&format!("c{i}"), module(plain))).unzip();
jobs.insert(2, bad);
let (program, _why) = compile(&device, &jobs, &go).expect("the pipeline is refused");
assert_eq!(program, "deferred3");
// The refusal stops none of the others: they are all made.
assert!(slots.iter().all(|s| s.get().is_some()));
}
/// #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]
@@ -5399,6 +5791,7 @@ mod tests {
released: std::cell::Cell::new(("", 0)),
stand_ins: &stand_ins,
shadow_linear: 0,
jobs: None,
};
let reads = |group: Group| {
let (_, samplers, ..) = bindings(
@@ -5493,6 +5886,7 @@ mod tests {
released: std::cell::Cell::new(("", 0)),
stand_ins: &stand_ins,
shadow_linear: 0,
jobs: None,
packed: [None; BUFFERS],
};
let (_, samplers, ..) = bindings(
@@ -5576,6 +5970,7 @@ mod tests {
released: std::cell::Cell::new(("", 0)),
stand_ins: &stand_ins,
shadow_linear: 0,
jobs: None,
};
let mut notes = Vec::new();
let (.., images) = bindings(
@@ -5718,6 +6113,7 @@ mod tests {
released: std::cell::Cell::new(("", 0)),
stand_ins: &stand_ins,
shadow_linear: 0,
jobs: None,
};
let draws = DrawUniforms::new(&device);
let mut notes = Vec::new();
@@ -99,6 +99,7 @@ fn the_atlas_blends_its_two_nearest_levels() {
weather: false,
hand: false,
},
&Default::default(),
)
.expect("the pack runs");
for p in gpu.render(&mut post, [4, 4]) {
@@ -83,6 +83,7 @@ impl Gpu {
post,
T::Rgba8Unorm,
world,
&Default::default(),
)
.expect("the pack runs");
assert!(
@@ -593,6 +594,7 @@ pub(super) fn fixture_frame(hud: &HudBatch) -> Frame<'_> {
skybox: false,
end_sky: false,
end_sky_sprite: None,
boss_world_fog: false,
environment_fog: None,
water_fog: [0.0; 3],
fog: None,
@@ -244,6 +244,7 @@ impl Fixture {
weather: false,
hand: false,
},
&Default::default(),
)
}
@@ -431,6 +432,7 @@ fn fixture_frame(hud: &HudBatch) -> Frame<'_> {
skybox: false,
end_sky: false,
end_sky_sprite: None,
boss_world_fog: false,
environment_fog: None,
water_fog: [0.0; 3],
fog: None,
@@ -0,0 +1,151 @@
//! In the End, while the dragon fight's world fog leaves out vanilla's sky, a pack's
//! `gbuffers_skybasic` draws a fan in the fog colour, as our probe packs read it in Iris 1.11.7.
//! Original fixture, no pack files.
use super::depth_test::{Gpu, SIZE, VERTEX, fixture_frame};
use super::*;
use crate::hud::HudBatch;
use wgpu::TextureFormat as T;
/// `gbuffers_skybasic` writes its vertex colour into colortex0 and `gl_Vertex` into colortex1
/// (32-bit floats). final shows, on the picture's top half, `gl_Vertex.y` of the view's lower
/// half as a 24-bit integer ((y + 64) * 65536), and on its bottom half colortex0 of the view's
/// upper half.
fn files() -> Vec<(String, String)> {
vec![
("shaders.properties".into(), "blend.gbuffers_skybasic=off\n".into()),
(
"gbuffers_skybasic.vsh".into(),
"#version 120\nvarying vec4 color;\nvarying vec3 at;\nvoid main() {\n\
\x20 gl_Position = ftransform();\n color = gl_Color;\n at = gl_Vertex.xyz;\n}\n"
.into(),
),
(
"gbuffers_skybasic.fsh".into(),
"#version 120\nvarying vec4 color;\nvarying vec3 at;\n/* DRAWBUFFERS:01 */\n\
void main() {\n gl_FragData[0] = color;\n gl_FragData[1] = vec4(at, 1.0);\n}\n"
.into(),
),
("final.vsh".into(), VERTEX.into()),
(
"final.fsh".into(),
"#version 130\n/*\nconst int colortex1Format = RGBA32F;\n*/\n\
uniform sampler2D colortex0;\nuniform sampler2D colortex1;\nvarying vec2 uv;\n\
void main() {\n\
\x20 float y = texelFetch(colortex1, ivec2(gl_FragCoord.xy) - ivec2(0, 8), 0).y;\n\
\x20 uint n = min(uint((y + 64.0) * 65536.0 + 0.5), 16777215u);\n\
\x20 vec4 at = vec4(uvec4(n >> 16u, (n >> 8u) & 255u, n & 255u, 255u)) / 255.0;\n\
\x20 gl_FragColor = uv.y > 0.5 ? at : texelFetch(colortex0, ivec2(gl_FragCoord.xy) + ivec2(0, 8), 0);\n}\n"
.into(),
),
]
}
/// The pack's picture of the fixture's frame (16 pixels square, 90° field of view, looking level
/// toward +Z) in the End, the world having left the far plane everywhere.
fn picture(gpu: &Gpu, boss_world_fog: bool) -> Vec<[u8; 4]> {
let color = gpu.texture(T::Rgba8Unorm);
let depth = gpu.texture(T::Depth32Float);
gpu.clear(&color, &depth, 0.0);
let mut post = gpu.load(
files(),
World {
atlas: None,
material_maps: None,
lightmap: color.clone(),
terrain: None,
block_ids: &[],
sprite_rects: &[],
celestial: None,
gui_size: SIZE,
clouds: None,
weather: false,
hand: false,
},
horizon_shaders::GameInputs {
sky: Some(super::super::pack_sky::inputs()),
..Default::default()
},
);
assert!(post.sky.is_some(), "{:?}", post.notes);
let hud = HudBatch::new(SIZE);
let mut frame = fixture_frame(&hud);
frame.title = false;
frame.end_sky = true;
frame.boss_world_fog = boss_world_fog;
frame.detail_distance = 192.0;
frame.fog = Some(crate::fog::FogData {
color: [0.2, 0.4, 0.6, 1.0],
environmental_start: 0.0,
environmental_end: 96.0,
render_distance_start: 172.8,
render_distance_end: 192.0,
sky_end: 96.0,
cloud_end: 96.0,
});
gpu.render(&mut post, &color, &depth, &frame, &mut |_, _, _, _| {})
}
/// Where the view ray through pixel (`column`, `row`) meets the fan: from (0, -16, 0) to eight
/// points 16 above the eye at radius 192, every 45° from +Z. None when it passes above the rim.
fn fan_height(column: usize, row: usize) -> Option<f64> {
let side = |i: usize| (i as f64 + 0.5) / 8.0 - 1.0;
// The fan is mirrored across x = 0, so either sign of the view's x does.
let ray = glam::DVec3::new(side(column), -side(row), 1.0);
let azimuth = ray.x.atan2(ray.z).to_degrees();
let edge = (azimuth / 45.0).floor();
let rim = |k: f64| {
let a = (k * 45.0).to_radians();
glam::DVec3::new(192.0 * a.sin(), 16.0, 192.0 * a.cos())
};
let apex = glam::DVec3::new(0.0, -16.0, 0.0);
let normal = (rim(edge) - apex).cross(rim(edge + 1.0) - apex);
let along = apex.dot(normal) / ray.dot(normal);
let hit = ray * along;
(along > 0.0 && hit.y <= 16.0).then_some(hit.y)
}
#[test]
fn the_end_under_the_dragons_fog_has_the_packs_fan() {
let Some(gpu) = Gpu::new() else { return };
let pixels = picture(&gpu, true);
let width = SIZE[0] as usize;
// Below the horizon: every pixel sees the fan, at the height the planes give (to 0.02:
// the GPU interpolates `gl_Vertex` across triangles 192 blocks wide; it came within 0.008).
for row in 8..16 {
for column in 0..width {
let p = pixels[(row - 8) * width + column];
let got = f64::from(u32::from(p[0]) << 16 | u32::from(p[1]) << 8 | u32::from(p[2]))
/ 65536.0
- 64.0;
let expected = fan_height(column, row).expect("below the horizon");
assert!(
(got - expected).abs() < 0.02,
"row {row}, column {column}: gl_Vertex.y {got}, expected {expected}"
);
}
}
// Above it: only the row just over the horizon reaches the fan (the rim stands 4.8° up),
// drawn in the fog colour; above that, the world's grey stays.
for row in 0..8 {
for column in 0..width {
let p = pixels[(row + 8) * width + column];
let expected = match fan_height(column, row) {
Some(_) => [51, 102, 153, 255],
None => [16, 16, 16, 255],
};
assert_eq!(p, expected, "row {row}, column {column}");
}
assert_eq!(fan_height(0, row).is_some(), row == 7, "row {row}");
}
}
/// The End without the fog: vanilla's End sky, which no `gbuffers_skybasic` draws.
#[test]
fn the_end_without_the_fog_has_no_fan() {
let Some(gpu) = Gpu::new() else { return };
let pixels = picture(&gpu, false);
let width = SIZE[0] as usize;
for (i, p) in pixels[8 * width..].iter().enumerate() {
assert_eq!(*p, [16, 16, 16, 255], "pixel {i}");
}
}
@@ -0,0 +1,109 @@
//! `PackPost::reset_history`: a pack reset after some frames draws as a freshly loaded one.
use super::destination_tests::Fixture;
use std::io::{Cursor, Write};
#[test]
#[ignore = "requires a host GPU with compute and fragment storage"]
fn a_reset_pack_draws_its_buffers_images_storage_and_shadow_from_the_start() {
let gpu = Fixture::new().expect("a GPU is required for this reset regression");
let mut zip = zip::ZipWriter::new(Cursor::new(Vec::new()));
let mut add = |name: &str, source: &str| {
zip.start_file(
format!("shaders/{name}"),
zip::write::SimpleFileOptions::default(),
)
.unwrap();
zip.write_all(source.as_bytes()).unwrap();
};
let vertex = "#version 120\nvarying vec2 uv;\nvoid main(){uv=gl_MultiTexCoord0.xy;gl_Position=ftransform();}\n";
let state = "layout(std430,binding=0) buffer State { uint setups; uint frames; } state;\n";
let compute = "#version 430\nlayout(local_size_x=1) in;\nconst ivec3 workGroups=ivec3(1);\n";
add(
"setup.csh",
&format!("{compute}{state}void main(){{state.setups+=1u;}}\n"),
);
add(
"begin.csh",
&format!(
"{compute}{state}layout(r32ui) uniform uimage2D imgCounter;\n\
void main(){{state.frames+=1u;imageStore(imgCounter,ivec2(0),uvec4(imageLoad(imgCounter,ivec2(0)).r+1u));}}\n"
),
);
for name in ["composite", "shadowcomp"] {
add(&format!("{name}.vsh"), vertex);
let target = if name == "composite" { 2 } else { 0 };
let (declarations, value) = if name == "composite" {
("", "vec4(0.125)")
} else {
(
"uniform sampler2D shadowcolor0;varying vec2 uv;",
"texture2D(shadowcolor0,uv)+vec4(0.125)",
)
};
add(
&format!("{name}.fsh"),
&format!(
"#version 120\n/* RENDERTARGETS:{target} */\n\
{declarations}\nvoid main(){{gl_FragData[0]={value};}}\n"
),
);
}
add("final.vsh", vertex);
add(
"final.fsh",
&format!(
"#version 430 compatibility\n{state}\
uniform sampler2D colortex2;uniform sampler2D shadowcolor0;uniform usampler2D texCounter;\n\
const bool colortex2Clear=false;const bool shadowcolor0Clear=false;\n\
const int shadowMapResolution=16;uniform float baseline=0.375;varying vec2 uv;\n\
void main(){{gl_FragColor=gl_FragCoord.x<8.0?\
vec4(texture(colortex2,uv).r,float(texelFetch(texCounter,ivec2(0),0).r)/8.0,float(state.frames)/8.0,1):\
vec4(texture(shadowcolor0,uv).r,float(state.setups)/8.0,baseline,1);}}\n"
),
);
add(
"shaders.properties",
"shadow.enabled=true\nbufferObject.0=8\n\
image.imgCounter=texCounter RED_INTEGER R32UI UNSIGNED_INT false false 1 1\n\
blend.composite=ONE ONE ONE ONE\n",
);
let pack =
horizon_shaders::Pack::from_zip_bytes("original-reset", zip.finish().unwrap().into_inner())
.unwrap();
let mut macros = horizon_shaders::Macros::standard();
let (properties, _) = horizon_shaders::read_properties(&pack, &mut macros);
let load = || horizon_shaders::load_post(&pack, "", &properties, &macros, &Default::default());
let mut post = gpu.try_build(load()).expect("reset fixture compiles");
let mut fresh = gpu.try_build(load()).expect("fresh control compiles");
let check = |pixels: &[[u8; 4]], frame: u8| {
let counter = 32 * frame;
for (i, pixel) in pixels.iter().enumerate() {
let expected = if i % 16 < 8 {
[counter, counter, counter, 255]
} else {
[counter, 32, 96, 255]
};
assert!(
pixel.iter().zip(expected).all(|(a, b)| a.abs_diff(b) <= 1),
"frame {frame}, pixel {i}: {pixel:?} != {expected:?}"
);
}
};
for frame in 1..=3 {
check(&gpu.render(&mut post, [16, 16]), frame);
}
// At the same size too: the retained colortex2 and shadowcolor0, the image and
// the storage buffer start over, and setup runs once again. The control is a pack never
// reset.
for _ in 0..2 {
post.reset_history(&gpu.device);
for frame in 1..=2 {
let pixels = gpu.render(&mut post, [16, 16]);
check(&pixels, frame);
if frame == 1 {
assert_eq!(pixels, gpu.render(&mut fresh, [16, 16]));
}
}
fresh.reset_history(&gpu.device);
}
}
@@ -0,0 +1,89 @@
//! A composite program writing two buffers whose `size.buffer` lines declare one relative to the
//! render size and one in pixels (#10454). Iris 1.11.7 drew such a program where both came to
//! the same size (our probe pack: `0.25 0.25` and `320 180` at 1280×720). The programs here are
//! original and cut down.
use super::destination_tests::Fixture;
use super::*;
use std::io::{Cursor, Write};
const VERTEX: &str = "#version 120\nvarying vec2 uv;\nvoid main() { uv=gl_MultiTexCoord0.xy; gl_Position=ftransform(); }\n";
/// `composite` writes (0.25, 0.5, 0.75) into colortex2, sized `0.25 0.25`, and colortex3, sized
/// `colortex3` (`size.buffer` words); `final` shows colortex2's red and green and colortex3's
/// blue.
fn pack(colortex3: &str) -> Post {
let mut zip = zip::ZipWriter::new(Cursor::new(Vec::new()));
let mut add = |name: &str, source: &str| {
zip.start_file(
format!("shaders/{name}"),
zip::write::SimpleFileOptions::default(),
)
.unwrap();
zip.write_all(source.as_bytes()).unwrap();
};
add(
"shaders.properties",
&format!("size.buffer.colortex2 = 0.25 0.25\nsize.buffer.colortex3 = {colortex3}\n"),
);
add("composite.vsh", VERTEX);
add(
"composite.fsh",
"#version 120\n/* RENDERTARGETS: 2,3 */\nvoid main() {\n\
gl_FragData[0] = vec4(0.25, 0.5, 0.75, 1.0);\ngl_FragData[1] = vec4(0.25, 0.5, 0.75, 1.0);\n}\n",
);
add("final.vsh", VERTEX);
add(
"final.fsh",
"#version 120\nuniform sampler2D colortex2;\nuniform sampler2D colortex3;\nvarying vec2 uv;\n\
void main() {\ngl_FragColor = vec4(texture2D(colortex2, uv).rg, texture2D(colortex3, uv).b, 1.0);\n}\n",
);
let pack =
horizon_shaders::Pack::from_zip_bytes("mixed-sizes", zip.finish().unwrap().into_inner())
.unwrap();
let mut macros = horizon_shaders::Macros::standard();
let (properties, _) = horizon_shaders::read_properties(&pack, &mut macros);
horizon_shaders::load_post(&pack, "", &properties, &macros, &Default::default())
}
/// Every pixel's colour, with how many pixels differ from it by more than one step.
fn one_colour(pixels: &[[u8; 4]]) -> ([u8; 4], usize) {
let first = pixels[0];
let off = pixels
.iter()
.filter(|p| p.iter().zip(first).any(|(a, b)| a.abs_diff(b) > 1))
.count();
(first, off)
}
/// At 16×16 both buffers are 4×4: the program draws. At 32×32 colortex2 is 8×8 and colortex3
/// still 4×4: the program is skipped there, as one whose sizes never meet is (Iris refused
/// the whole pack in that case; Horizon skips only the program).
#[test]
fn a_program_writing_buffers_that_come_to_one_size_draws() {
let Some(gpu) = Fixture::new() else { return };
let mut post = gpu.build(pack("4 4"));
let (colour, off) = one_colour(&gpu.render(&mut post, [16, 16]));
assert_eq!(off, 0, "{colour:?}");
for (got, want) in colour.iter().zip([64, 128, 191, 255]) {
assert!(got.abs_diff(want) <= 1, "{colour:?}");
}
let (colour, off) = one_colour(&gpu.render(&mut post, [32, 32]));
assert_eq!((colour, off), ([0, 0, 0, 255], 0));
}
/// Sizes of one kind that differ never meet: the program is skipped as the pack loads.
#[test]
fn a_program_writing_buffers_of_different_relative_sizes_is_skipped() {
let Some(gpu) = Fixture::new() else { return };
let post = pack("0.5 0.5");
let post = gpu
.try_build(post)
.unwrap_or_else(|_| panic!("the pack runs"));
assert!(
post.notes
.iter()
.any(|n| n == "composite: writes buffers of different sizes (size.buffer); skipped"),
"{:?}",
post.notes
);
}
@@ -187,6 +187,7 @@ fn pack(
weather: true,
hand: false,
},
&Default::default(),
)
.expect("weather pack runs");
assert!(
@@ -304,6 +304,7 @@ fn pack_with(
weather: false,
hand: false,
},
&Default::default(),
)
.expect("the pack runs");
assert!(post.notes.is_empty(), "{:?}", post.notes);
@@ -400,6 +401,7 @@ fn frame(hud: &HudBatch) -> Frame<'_> {
skybox: false,
end_sky: false,
end_sky_sprite: None,
boss_world_fog: false,
environment_fog: None,
water_fog: [0.0; 3],
fog: None,
@@ -76,7 +76,50 @@ fn target(
(texture, view)
}
/// The depth stand-in is initialized to no shadow on the next pack render.
pub(super) fn stand_in(device: &wgpu::Device) -> wgpu::TextureView {
device
.create_texture(&wgpu::TextureDescriptor {
label: Some("Shader pack shadow stand-in"),
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
.create_view(&Default::default())
}
impl ShadowTargets {
pub fn reset_history(&mut self, device: &wgpu::Device, shadow: &horizon_shaders::Shadow) {
let mut colors = 0;
let mut doubled = 0;
let formats = std::array::from_fn(|n| match &self.color[n] {
Some([a, b]) => {
colors |= 1 << n;
if a.texture() != b.texture() {
doubled |= 1 << n;
}
a.texture().format()
}
None => wgpu::TextureFormat::Rgba8Unorm,
});
*self = Self::new(
device,
shadow,
formats,
colors,
doubled,
self.depth1.is_some(),
);
}
/// The buffers of `shadow` the pack uses: `colors` (bit n: shadowcolor n), `depth1` when
/// some program reads `shadowtex1`, `doubled` (bit n: shadowcolor n needs a B texture). The
/// resolution is kept within the device's limit.
@@ -22,6 +22,8 @@ const SUNSET_APEX: u32 = 1;
const SUNSET_RIM: u32 = 2;
const STAR: u32 = 3;
const VOID: u32 = 4;
/// The End's fan (`fan`): `pos.xz` of a rim vertex is its direction, scaled by the radius.
const FAN: u32 = 5;
/// The frame's sky (std140).
#[repr(C)]
@@ -33,7 +35,7 @@ struct Uniform {
color: [f32; 4],
/// Sunset colour and alpha.
sunrise: [f32; 4],
/// cos and sin of the sunset fan's turn, star brightness.
/// cos and sin of the sunset fan's turn, star brightness, the End fan's radius.
sun: [f32; 4],
}
@@ -77,6 +79,8 @@ pub fn inputs() -> horizon_shaders::GbuffersInputs {
}} else if (hz_v_kind == {STAR}u) {{\n \
hz_p = (hz_sky_stars * vec4(hz_v_pos, 1.0)).xyz;\n \
hz_Color = vec4(hz_sky_sun.z);\n \
}} else if (hz_v_kind == {FAN}u) {{\n \
hz_p = vec3(hz_v_pos.x * hz_sky_sun.w, hz_v_pos.y, hz_v_pos.z * hz_sky_sun.w);\n \
}} else if (hz_v_kind == {VOID}u) {{\n \
hz_Color = vec4(0.0, 0.0, 0.0, 1.0);\n \
}}\n \
@@ -188,14 +192,37 @@ fn horizon(out: &mut Vec<Vertex>) {
}
}
/// The fan a pack's `gbuffers_skybasic` draws in the End while the dragon fight's fog leaves out
/// vanilla's sky (`super::end_fog_sky`): from (0, -16, 0) under the eye to eight rim vertices 16
/// above it, every 45° from +Z, at the render distance (the `far` uniform; scaled in the vertex
/// stage). Fitted to the `gl_Vertex` our probe packs' fragments read in Iris 1.11.7 at render
/// distances 12 and 8: 289 of 291 samples lie within 0.05 block of these eight planes (one of
/// the other two, checked, sat on a terrain edge), and nothing drew above the rim.
fn fan(out: &mut Vec<Vertex>) {
let rim = |i: i32| {
let a = (i as f32 * 45.0).to_radians();
Vertex {
pos: [a.sin(), 16.0, a.cos()],
kind: FAN,
}
};
let apex = Vertex {
pos: [0.0, -16.0, 0.0],
kind: FAN,
};
for i in 0..8 {
out.extend([apex, rim(i), rim(i + 1)]);
}
}
pub(super) struct PackSky {
vertices: wgpu::Buffer,
celestial: wgpu::Buffer,
uniform: wgpu::Buffer,
pub layout: wgpu::BindGroupLayout,
group: wgpu::BindGroup,
/// Vertex ranges of the sky disc, the sunset fan, the stars and the void.
ranges: [Range<u32>; 4],
/// Vertex ranges of the sky disc, the sunset fan, the stars, the void and the End's fan.
ranges: [Range<u32>; 5],
}
impl PackSky {
@@ -227,6 +254,8 @@ impl PackSky {
let stars = sunset.end..v.len() as u32;
disc(-4.0, VOID, &mut v);
let void = stars.end..v.len() as u32;
fan(&mut v);
let end_fan = void.end..v.len() as u32;
let vertices = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Shader pack sky"),
contents: bytemuck::cast_slice(&v),
@@ -271,7 +300,7 @@ impl PackSky {
uniform,
layout,
group,
ranges: [sky, sunset, stars, void],
ranges: [sky, sunset, stars, void, end_fan],
}
}
@@ -294,7 +323,8 @@ impl PackSky {
/// Writes the frame's sky and returns its draws in vanilla's order: the disc, the sunset
/// fan while the sun is near the horizon, the sun and the moon, the stars and, with the
/// camera low, the void. `tilt` is the pack's `sunPathRotation` (degrees): the sun, moon
/// and stars turn with it (7.1).
/// and stars turn with it (7.1). In the End under the dragon fight's fog, only the End's fan,
/// in the fog colour (`fogColor`), as stage SKY.
pub fn prepare(&self, queue: &wgpu::Queue, frame: &super::Frame, tilt: f32) -> Vec<Part> {
let turn = super::pack_uniforms::tilt_matrix(tilt);
let sun_angle = frame.sky.sun_angle.to_radians();
@@ -302,12 +332,22 @@ impl PackSky {
let flip = if sun_angle.sin() < 0.0 { 180f32 } else { 0.0 };
let theta = (flip + 90.0).to_radians();
let (rotation, brightness) = frame.stars.unwrap_or_default();
let [r, g, b] = frame.sky.sky_color;
let end_fan = super::end_fog_sky(frame);
let [r, g, b] = match &frame.fog {
Some(f) if end_fan => [f.color[0], f.color[1], f.color[2]],
None if end_fan => frame.sky.fog_color,
_ => frame.sky.sky_color,
};
let uniform = Uniform {
stars: (turn * rotation).to_cols_array_2d(),
color: [r, g, b, 1.0],
sunrise: frame.sky.sunrise_color,
sun: [theta.cos(), theta.sin(), brightness.clamp(0.0, 1.0), 0.0],
sun: [
theta.cos(),
theta.sin(),
brightness.clamp(0.0, 1.0),
frame.detail_distance,
],
};
queue.write_buffer(&self.uniform, 0, bytemuck::bytes_of(&uniform));
// The sun's quad, then the moon's (Game::celestial_geometry), as triangles.
@@ -327,12 +367,15 @@ impl PackSky {
})
.collect();
queue.write_buffer(&self.celestial, 0, bytemuck::cast_slice(&triangles));
let [sky, sunset, stars, void] = self.ranges.clone();
let [sky, sunset, stars, void, fan] = self.ranges.clone();
let part = |stage, textured, range| Part {
stage,
textured,
range,
};
if end_fan {
return vec![part("SKY", false, fan)];
}
let mut parts = vec![part("SKY", false, sky)];
if frame.sky.sunrise_color[3] > 0.001 {
parts.push(part("SUNSET", false, sunset));
@@ -355,6 +355,25 @@ pub const NAMES: &[&str] = &[
"hasSkylight",
"hasCeiling",
"cloudTime",
// Horizon's own: Horizon Extras' dynamic lights (`dynamic_light.rs`), nearest first: how
// many, and each one's camera-relative position and light level (zeros past the count).
"horizonDynamicLightCount",
"horizonDynamicLight0",
"horizonDynamicLight1",
"horizonDynamicLight2",
"horizonDynamicLight3",
"horizonDynamicLight4",
"horizonDynamicLight5",
"horizonDynamicLight6",
"horizonDynamicLight7",
"horizonDynamicLight8",
"horizonDynamicLight9",
"horizonDynamicLight10",
"horizonDynamicLight11",
"horizonDynamicLight12",
"horizonDynamicLight13",
"horizonDynamicLight14",
"horizonDynamicLight15",
"isElytraFlying",
"cloudHeight",
];
@@ -709,6 +728,16 @@ fn smooth(value: f32, target: f32, half_life: f32, dt: f32) -> f32 {
}
impl FrameUniforms {
/// Forgets the frames before (the previous camera, smoothed values, the clock and the
/// centre depth), keeping the pack's atlas size and shadow settings.
pub(super) fn reset_history(&mut self) {
*self = Self {
atlas: self.atlas,
shadow: std::mem::take(&mut self.shadow),
..Self::default()
};
}
/// This frame's values for a render size of `size` pixels.
pub fn update(&mut self, frame: &Frame, inputs: &PackInputs, size: [u32; 2]) {
let now = std::time::Instant::now();
@@ -919,6 +948,12 @@ impl FrameUniforms {
"gbufferProjectionInverse" => m4(projection_inverse),
"gbufferPreviousModelView" => m4(previous_view),
"gbufferPreviousProjection" => m4(previous_projection),
"horizonDynamicLightCount" => Value::i(&[frame.dynamic_lights.len() as i32]),
n if dynamic_light_index(n).is_some() => Value::f(
&(dynamic_light_index(n).and_then(|k| frame.dynamic_lights.get(k)))
.copied()
.unwrap_or([0.0; 4]),
),
"heldItemId" => Value::i(&[inputs.held_items[0]]),
"heldItemId2" => Value::i(&[inputs.held_items[1]]),
"heldBlockLightValue" => Value::i(&[inputs.held_light[0]]),
@@ -1775,6 +1810,29 @@ pub(super) mod initial_history_tests {
assert_eq!(crate::clouds::drift(256 * 400 + 3, 0.25, 256), 3.25);
}
#[test]
fn the_dynamic_lights_reach_the_pack_nearest_first() {
let hud = HudBatch::new([800, 450]);
let mut f = frame(&hud);
let lights = [[1.0, 2.0, 3.0, 14.0], [-4.0, 0.5, 6.0, 7.0]];
f.dynamic_lights = &lights;
let mut u = FrameUniforms::default();
u.update(&f, &PackInputs::default(), [800, 450]);
let count = index("horizonDynamicLightCount").unwrap();
assert_eq!(int(&u, count), 2);
assert_eq!(float(&u, "horizonDynamicLight0")[..4], lights[0]);
assert_eq!(float(&u, "horizonDynamicLight1")[..4], lights[1]);
// Past the count, and the last of the sixteen: zeros.
assert_eq!(float(&u, "horizonDynamicLight2")[..4], [0.0; 4]);
assert_eq!(float(&u, "horizonDynamicLight15")[..4], [0.0; 4]);
assert_eq!(index("horizonDynamicLight16"), None);
// Off (no lights): none.
f.dynamic_lights = &[];
u.update(&f, &PackInputs::default(), [800, 450]);
assert_eq!(int(&u, count), 0);
assert_eq!(float(&u, "horizonDynamicLight0")[..4], [0.0; 4]);
}
#[test]
fn environmental_smoothing_starts_at_the_first_inputs_without_resetting_each_frame() {
let hud = HudBatch::new([800, 450]);
@@ -2367,6 +2425,61 @@ pub(super) mod initial_history_tests {
assert_eq!((sixty.elapsed, sixty.delta), (1.0, 1.0 / 60.0));
}
/// A reset pack draws its next frame as its first: no previous camera, smoothed values
/// at their targets, the clock from 0; the atlas size it was given stays.
#[test]
fn a_reset_forgets_the_uniforms_history_and_keeps_the_pack_s_settings() {
let hud = HudBatch::new([16, 16]);
let mut f = frame(&hud);
let mut uniforms = FrameUniforms {
atlas: [256, 128],
..Default::default()
};
let mut inputs = PackInputs {
rain: 1.0,
eye_light: [15, 15],
frame_timing: Some(FrameTiming {
counter: 800,
elapsed: 99.0,
delta: 1.0,
}),
..Default::default()
};
uniforms.center_depth_raw = Some(0.25);
uniforms.update(&f, &inputs, [16, 16]);
f.camera = glam::DVec3::new(7.0, 12.0, -30.0);
f.yaw = 77.0;
inputs.rain = 0.25;
inputs.eye_light = [3, 8];
inputs.frame_timing = None;
uniforms.reset_history();
uniforms.update(&f, &inputs, [16, 16]);
let float = |name| match uniforms.values[index(name).unwrap()] {
Value::F(v) => v,
_ => panic!("float uniform expected"),
};
let int = |name| match uniforms.values[index(name).unwrap()] {
Value::I(v) => v,
_ => panic!("integer uniform expected"),
};
assert_eq!(int("frameCounter")[0], 0);
assert_eq!(float("frameTime")[0], 0.0);
assert_eq!(int("atlasSize")[..2], [256, 128]);
assert_eq!(float("wetness")[0], 0.25);
assert_eq!(int("eyeBrightnessSmooth")[..2], [48, 128]);
assert_eq!(float("centerDepthSmooth")[0], 1.0);
for (previous, current) in [
("previousCameraPosition", "cameraPosition"),
("gbufferPreviousModelView", "gbufferModelView"),
("gbufferPreviousProjection", "gbufferProjection"),
] {
assert_eq!(
float(previous).map(f32::to_bits),
float(current).map(f32::to_bits)
);
}
}
/// Iris 1.11.7 (probe pack): `ambientLight` is the dimension type's (0.1 in the Nether,
/// 0.25 in the End), and `playerMood` and `constantMood` both the cave mood.
#[test]
@@ -2411,6 +2524,7 @@ pub(super) mod initial_history_tests {
skybox: false,
end_sky: false,
end_sky_sprite: None,
boss_world_fog: false,
environment_fog: None,
water_fog: [0.0; 3],
fog: None,
@@ -2468,6 +2582,12 @@ pub(super) mod initial_history_tests {
}
}
/// `horizonDynamicLight<k>`'s `k`, for the lights `Frame::dynamic_lights` holds.
fn dynamic_light_index(name: &str) -> Option<usize> {
let k: usize = name.strip_prefix("horizonDynamicLight")?.parse().ok()?;
(k < crate::dynamic_light::MAX).then_some(k)
}
#[cfg(test)]
#[path = "pack_uniforms/ftransform_test.rs"]
mod ftransform_test;
@@ -323,4 +323,27 @@ mod tests {
let unorm = wgpu::TextureFormat::Rgba16Unorm;
reaches_an_8_bit_swapchain(&device, &queue, unorm, color, [0, 51, 255, 255]);
}
/// `Rgba16Float`, the frame of a shader API 0.2 pack, or of HDR on without a pack, under
/// `HORIZON_HDR_FRAME=float` (`Renderer::frame_format`): what is left over 1 is clipped on
/// the way.
#[test]
fn a_float_frame_reaches_an_8_bit_swapchain() {
let instance = crate::gfx::test_gpu::instance();
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 color = wgpu::Color {
r: 1.5,
g: 0.2,
b: -0.5,
a: 1.0,
};
let float = wgpu::TextureFormat::Rgba16Float;
reaches_an_8_bit_swapchain(&device, &queue, float, color, [0, 51, 255, 255]);
}
}
@@ -0,0 +1,66 @@
//! Opaque/cutout terrain-sheet native models, with ordinary culling and depth writes.
pub(super) fn pipelines(
device: &wgpu::Device,
layout: Option<&wgpu::PipelineLayout>,
shader: &wgpu::ShaderModule,
format: wgpu::TextureFormat,
sprite_constants: &[(&str, f64)],
) -> [wgpu::RenderPipeline; 3] {
std::array::from_fn(|i| {
let mut constants = sprite_constants.to_vec();
constants.push(("NATIVE_MODEL_ALPHA_CUTOFF", [0.0, 0.1, 0.5][i]));
// The ordinary Vertex ABI is unchanged. This material's private payload uses
// normal's four bytes for a float z, and glint UV for float normal x/y.
let attributes = wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2,2=>Uint32,3=>Unorm8x4,4=>Uint8x4,5=>Uint32,6=>Float32x2];
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(
[
"Native model solid",
"Native model cutout",
"Native model cutout mipmapped",
][i],
),
layout,
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_native_model"),
compilation_options: wgpu::PipelineCompilationOptions {
constants: &constants,
..Default::default()
},
buffers: &[Some(wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<super::Vertex>() as u64,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &attributes,
})],
},
primitive: wgpu::PrimitiveState {
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::GreaterEqual),
stencil: Default::default(),
bias: Default::default(),
}),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_native_model"),
compilation_options: wgpu::PipelineCompilationOptions {
constants: &constants,
..Default::default()
},
targets: &[Some(wgpu::ColorTargetState {
format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
})
})
}
+23 -17
View File
@@ -217,15 +217,19 @@ struct HorizonWeatherOut {
textureDimensions(horizon_entity_atlas));
let color = textureLoad(horizon_entity_atlas, texel, 0) * in.color;
if color.a < 0.1 { discard; }
return weather(WeatherInput(color, in.light, in.position, in.snow != 0u));
let input = WeatherInput(vec4(horizon_line_in(color.rgb), color.a), in.light, in.position,
in.snow != 0u);
let out = weather(input);
return vec4(horizon_line_out(out.rgb), out.a);
}
";
/// The shader of a native pack's weather stage `source`.
fn native_source(source: &str) -> String {
fn native_source(source: &str, api: horizon_shader_api::Api) -> String {
format!(
"{source}\n// Horizon's weather (entity.wgsl)\n{}{NATIVE_ENTRIES}",
super::wgsl_prefix::prefixed(&super::entity_shader(), "horizon_entity_")
"{source}\n// Horizon's weather (entity.wgsl)\n{}{}{NATIVE_ENTRIES}",
super::wgsl_prefix::prefixed(&super::entity_shader(), "horizon_entity_"),
super::native_post::line_helpers(api)
)
}
@@ -242,7 +246,7 @@ pub(super) fn native_pipeline(
constants: &[(String, f64)],
) -> Result<wgpu::RenderPipeline, String> {
use horizon_shader_api::stages::GROUP;
let text = native_source(&stage.source);
let text = native_source(&stage.source, frame.api);
let module = naga::front::wgsl::parse_str(&text)
.map_err(|e| format!("{}: {}", stage.file, e.emit_to_string(&text)))?;
let present = super::native_post::present_constants(&module, constants);
@@ -318,19 +322,21 @@ mod tests {
#[test]
fn a_native_weather_stage_validates() {
use horizon_shader_api::stages::StageKind;
let source = StageKind::Weather.prelude(horizon_shader_api::Api::V0_1)
+ "fn weather(input: WeatherInput) -> vec4<f32> {\n \
return input.color * vec4(input.light, input.position.x, f32(input.snow));\n}\n";
let text = native_source(&source);
let module = naga::front::wgsl::parse_str(&text)
use horizon_shader_api::{Api, stages::StageKind};
for api in [Api::V0_1, Api::V0_2] {
let source = StageKind::Weather.prelude(api)
+ "fn weather(input: WeatherInput) -> vec4<f32> {\n \
return input.color * vec4(input.light, input.position.x, f32(input.snow));\n}\n";
let text = native_source(&source, api);
let module = naga::front::wgsl::parse_str(&text)
.unwrap_or_else(|e| panic!("{}", e.emit_to_string(&text)));
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap_or_else(|e| panic!("{}", e.emit_to_string(&text)));
naga::valid::Validator::new(
naga::valid::ValidationFlags::all(),
naga::valid::Capabilities::all(),
)
.validate(&module)
.unwrap_or_else(|e| panic!("{}", e.emit_to_string(&text)));
}
}
use crate::weather::{Parameters, Time};
use wgpu::util::DeviceExt;
@@ -55,6 +55,13 @@ pub struct Post {
sampler: wgpu::Sampler,
copy: wgpu::RenderPipeline,
fxaa: wgpu::RenderPipeline,
/// Contrast-adaptive sharpening of TAA's upscaled picture: the jittered frames are
/// spread over more output pixels, and the blend softens edges.
sharpen: wgpu::RenderPipeline,
/// The strength `sharpen` was built with (`set_sharpness`), and what rebuilding it takes.
sharpness: f32,
shader: wgpu::ShaderModule,
pipeline_layout: wgpu::PipelineLayout,
format: wgpu::TextureFormat,
/// World resolution relative to the window (0.5..=2.0).
pub scale: f32,
@@ -232,8 +239,12 @@ impl Post {
..Default::default()
});
Self {
shader: shader.clone(),
pipeline_layout: pipeline_layout.clone(),
copy: pipeline("fs_copy", &pipeline_layout, format),
fxaa: pipeline("fs_fxaa", &pipeline_layout, format),
sharpen: sharpen_pipeline(device, &shader, &pipeline_layout, format, 0.85),
sharpness: 0.85,
layout,
sampler,
format,
@@ -257,14 +268,23 @@ impl Post {
/// The world's rendered size and the size it is shown at (TAA's history).
fn sizes(&self, window: [u32; 2]) -> ([u32; 2], [u32; 2]) {
let output = window.map(|v| ((v as f32 * self.scale).round() as u32).clamp(1, 8192));
let upscale = if self.taa_on { self.upscale } else { 1.0 };
self.sizes_with_upscale(window, upscale)
}
fn sizes_with_upscale(&self, window: [u32; 2], upscale: f32) -> ([u32; 2], [u32; 2]) {
let output = window.map(|v| ((v as f32 * self.scale).round() as u32).clamp(1, 8192));
(
output.map(|v| ((v as f32 / upscale).round() as u32).max(1)),
output,
)
}
/// The next TAA frame's input size, even before its first jitter or resize.
pub(super) fn taa_render_size(&self, window: [u32; 2]) -> [u32; 2] {
self.sizes_with_upscale(window, self.upscale).0
}
/// TAA's sub-pixel jitter this frame, as a clip-space matrix to multiply into the
/// world's projection (identity while `on` is false); `view_proj` is the unjittered
/// projection, relative to `camera`. Call it before `prepare`, once per frame.
@@ -465,6 +485,21 @@ impl Post {
}
}
/// The Upscaling Sharpness setting, 0..=1: rebuilds the sharpen pipeline when it changed.
pub fn set_sharpness(&mut self, device: &wgpu::Device, sharpness: f32) {
let sharpness = sharpness.clamp(0.0, 1.0);
if sharpness != self.sharpness {
self.sharpen = sharpen_pipeline(
device,
&self.shader,
&self.pipeline_layout,
self.format,
sharpness,
);
self.sharpness = sharpness;
}
}
/// The size of the world's own target, when it has one.
pub fn size(&self) -> Option<[u32; 2]> {
self.target.as_ref().map(|t| t.size)
@@ -526,7 +561,12 @@ impl Post {
pass.set_bind_group(0, &taa.resolve[i], &[]);
pass.draw(0..3, 0..1);
drop(pass);
self.finish_with(encoder, screen, &taa.show[i], timing);
let pipeline = if self.upscale > 1.0 {
&self.sharpen
} else {
&self.copy
};
self.draw_onto(encoder, screen, &taa.show[i], pipeline, timing);
}
/// Draw what `group` binds (`bind`) onto `screen`.
@@ -536,6 +576,23 @@ impl Post {
screen: &wgpu::TextureView,
group: &wgpu::BindGroup,
timing: Option<&mut super::pack_timing::PassTiming>,
) {
let pipeline = if self.antialias {
&self.fxaa
} else {
&self.copy
};
self.draw_onto(encoder, screen, group, pipeline, timing);
}
/// Draw what `group` binds onto `screen` through `pipeline`.
fn draw_onto(
&self,
encoder: &mut wgpu::CommandEncoder,
screen: &wgpu::TextureView,
group: &wgpu::BindGroup,
pipeline: &wgpu::RenderPipeline,
timing: Option<&mut super::pack_timing::PassTiming>,
) {
let attachments = [Some(wgpu::RenderPassColorAttachment {
view: screen,
@@ -552,16 +609,51 @@ impl Post {
color_attachments: &attachments,
..Default::default()
});
pass.set_pipeline(if self.antialias {
&self.fxaa
} else {
&self.copy
});
pass.set_pipeline(pipeline);
pass.set_bind_group(0, group, &[]);
pass.draw(0..3, 0..1);
}
}
/// `fs_sharpen` at `sharpness` (its override), drawing onto `format`.
fn sharpen_pipeline(
device: &wgpu::Device,
shader: &wgpu::ShaderModule,
layout: &wgpu::PipelineLayout,
format: wgpu::TextureFormat,
sharpness: f32,
) -> wgpu::RenderPipeline {
let constants = [("sharpness", f64::from(sharpness))];
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Horizon sharpen"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_post"),
compilation_options: Default::default(),
buffers: &[],
},
primitive: Default::default(),
depth_stencil: None,
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_sharpen"),
compilation_options: wgpu::PipelineCompilationOptions {
constants: &constants,
..Default::default()
},
targets: &[Some(wgpu::ColorTargetState {
format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview_mask: None,
cache: None,
})
}
/// This frame's clip space to the previous frame's, for camera-relative projections:
/// a point `camera - previous_camera` further from the previous camera than from this one.
pub(super) fn reprojection(
@@ -604,7 +696,7 @@ mod tests {
#[test]
fn jitter_stays_inside_the_pixel() {
for i in 1..=8 {
for i in 1..=128 {
let (x, y) = (halton(i, 2), halton(i, 3));
assert!((0.0..1.0).contains(&x) && (0.0..1.0).contains(&y));
}
@@ -614,6 +706,30 @@ mod tests {
);
}
#[test]
fn culling_uses_the_next_taa_size_before_the_first_jitter_or_resize() {
let Some((device, _)) = test_device() else {
return;
};
let mut post = Post::new(&device, wgpu::TextureFormat::Rgba8Unorm);
assert!(!post.taa_on);
assert!(post.size().is_none());
for (window, scale, upscale, expected) in [
([1280, 720], 1.0, 1.0, [1280, 720]),
([1281, 721], 0.5, 2.0, [321, 181]),
([3840, 2160], 0.25, 4.0, [240, 135]),
([10000, 10000], 2.0, 4.0, [2048, 2048]),
([0, 0], 0.5, 4.0, [1, 1]),
] {
post.scale = scale;
post.upscale = upscale;
post.taa_on = false;
assert_eq!(post.taa_render_size(window), expected);
post.taa_on = true;
assert_eq!(post.sizes(window).0, expected);
}
}
fn test_device() -> Option<(wgpu::Device, wgpu::Queue)> {
let instance = crate::gfx::test_gpu::instance();
let adapter = pollster::block_on(instance.request_adapter(&Default::default())).ok()?;
+16 -4
View File
@@ -725,6 +725,8 @@ pub struct Graphics {
pub taa: bool,
/// TAA upscaling; anything but `Native` comes with `taa` on.
pub upscaling: Upscaling,
/// How much the upscaled picture is sharpened, 0..=100 (percent of the most).
pub upscaling_sharpness: u32,
/// F2 screenshots at this many times the game's resolution: 1, 2, 4 or 8.
pub screenshot_quality: u32,
/// Frame generation (Horizon setting), off by default.
@@ -813,6 +815,7 @@ impl Default for Graphics {
fxaa: false,
taa: false,
upscaling: Upscaling::Native,
upscaling_sharpness: 85,
screenshot_quality: 1,
frame_generation: FrameGeneration::Off,
hdr: false,
@@ -935,6 +938,9 @@ impl Graphics {
"fxaa" => g.fxaa = flag(g.fxaa),
"taa" => g.taa = flag(g.taa),
"upscaling" => g.upscaling = Upscaling::parse(value),
"upscalingSharpness" => {
g.upscaling_sharpness = number(g.upscaling_sharpness).min(100)
}
"screenshotQuality" => {
g.screenshot_quality = Some(number(0))
.filter(|q| SCREENSHOT_QUALITIES.contains(q))
@@ -980,7 +986,7 @@ impl Graphics {
}
pub fn serialize(&self) -> String {
let mut text = format!(
"preset:{}\nlodDistance:{}\nfarDetail:{}\ncaveCulling:{}\nentityCulling:{}\nentityCullingPrecheck:{}\nparticleCulling:{}\nleafCulling:{}\nblockEntityCacheShulkerBoxes:{}\nblockEntityCacheSigns:{}\nblockEntityCacheDecoratedPots:{}\nblockEntityCacheBells:{}\nblockEntityCacheChests:{}\nblockEntityCacheBanners:{}\nblockEntityCacheCopperGolemStatues:{}\nchunkUpdates:{}\nuploadBudgetKiB:{}\ntextureBudgetMiB:{}\nsky:{}\nfog:{}\nweather:{}\nanimatedTextures:{}\nditherCutoutMips:{}\npresentMode:{}\nframePacing:{}\nworkers:{}\noverlay:{}\nresolutionScale:{}\nfxaa:{}\ntaa:{}\nupscaling:{}\nscreenshotQuality:{}\nframeGeneration:{}\nhdr:{}\nhdrPaperWhite:{}\nhdrPeak:{}\nhdrBlackLevel:{}\nhdrUiBrightness:{}\nhdrLighting:{}\nhdrKey:{}\nbatteryMode:{}\nshadowCache:{}\ngraphicsApi:{}\npickedShaderPack:{}\nbatchTranslucent:{}\nhdrSmoothGradients:{}\ngpuCulling:{}\n",
"preset:{}\nlodDistance:{}\nfarDetail:{}\ncaveCulling:{}\nentityCulling:{}\nentityCullingPrecheck:{}\nparticleCulling:{}\nleafCulling:{}\nblockEntityCacheShulkerBoxes:{}\nblockEntityCacheSigns:{}\nblockEntityCacheDecoratedPots:{}\nblockEntityCacheBells:{}\nblockEntityCacheChests:{}\nblockEntityCacheBanners:{}\nblockEntityCacheCopperGolemStatues:{}\nchunkUpdates:{}\nuploadBudgetKiB:{}\ntextureBudgetMiB:{}\nsky:{}\nfog:{}\nweather:{}\nanimatedTextures:{}\nditherCutoutMips:{}\npresentMode:{}\nframePacing:{}\nworkers:{}\noverlay:{}\nresolutionScale:{}\nfxaa:{}\ntaa:{}\nupscaling:{}\nupscalingSharpness:{}\nscreenshotQuality:{}\nframeGeneration:{}\nhdr:{}\nhdrPaperWhite:{}\nhdrPeak:{}\nhdrBlackLevel:{}\nhdrUiBrightness:{}\nhdrLighting:{}\nhdrKey:{}\nbatteryMode:{}\nshadowCache:{}\ngraphicsApi:{}\npickedShaderPack:{}\nbatchTranslucent:{}\nhdrSmoothGradients:{}\ngpuCulling:{}\n",
self.preset.name(),
self.lod_distance,
self.far_detail.name(),
@@ -1019,6 +1025,7 @@ impl Graphics {
bool_text(self.fxaa),
bool_text(self.taa),
self.upscaling.name(),
self.upscaling_sharpness,
self.screenshot_quality,
self.frame_generation.name(),
bool_text(self.hdr),
@@ -1092,8 +1099,9 @@ impl Graphics {
// (horizon_threads: niced on Linux; on macOS and Windows the server
// and render threads are raised above four cores, where vanilla
// raises its server thread). Leaving two idled a core of a 4-thread
// laptop while a world loaded: a teleport there took ~15% longer.
let auto = horizon_threads::worker_count().saturating_sub(1).max(1);
// laptop while a world loaded: a teleport there took ~15% longer. On Apple
// silicon only the performance cores count (horizon_threads::default_workers).
let auto = horizon_threads::jobs::default_threads();
if self.battery { auto.div_ceil(2) } else { auto }
}
/// The frame cap battery mode adds: 60 in a world, 30 in menus without a
@@ -1201,6 +1209,7 @@ mod tests {
fxaa: true,
taa: true,
upscaling: Upscaling::Balanced,
upscaling_sharpness: 40,
screenshot_quality: 4,
frame_generation: FrameGeneration::Fsr31,
hdr: true,
@@ -1476,7 +1485,10 @@ mod tests {
let g = Graphics::default();
assert_eq!(g.workers, 0);
let cores = horizon_threads::worker_count();
assert_eq!(g.worker_threads(), cores.saturating_sub(1).max(1));
assert!((1..=cores.saturating_sub(1).max(1)).contains(&g.worker_threads()));
if !cfg!(target_vendor = "apple") {
assert_eq!(g.worker_threads(), cores.saturating_sub(1).max(1));
}
// A manual count is the player's own choice, kept as asked.
let manual = Graphics { workers: 3, ..g };
assert_eq!(manual.worker_threads(), 3);
@@ -97,6 +97,7 @@ pub enum H {
ResolutionScale,
Antialiasing,
Upscaling,
UpscalingSharpness,
ScreenshotQuality,
FrameGeneration,
Hdr,
@@ -372,6 +373,11 @@ pub fn rows() -> Vec<(Page, Vec<(&'static str, Vec<Setting>)>)> {
High,
"Renders the world smaller and rebuilds it with TAA. Faster, softer.",
),
h(
H::UpscalingSharpness,
Low,
"Sharpens the upscaled picture. Higher: crisper edges, more shimmer.",
),
h(
H::ScreenshotQuality,
None,
@@ -639,12 +645,20 @@ pub fn rows() -> Vec<(Page, Vec<(&'static str, Vec<Setting>)>)> {
/// BlueMap download radii, in chunks.
const BLUE_MAP_RADII: [u32; 5] = [16, 32, 64, 128, 256];
const UPLOAD_STEPS: [u32; 8] = [0, 256, 512, 1024, 2048, 4096, 8192, 16384];
/// What the LOD Distance slider stops at, in chunks: off, then each doubling
/// What the LOD Distance slider stops at, in chunks: off, fine steps up to 256
/// for a short ring of far terrain past a small render distance (a phone or an
/// integrated GPU at 8 chunks wants LOD to 12 or 16, not 64), then each doubling
/// up to the whole world.
const LOD_STEPS: [u32; 18] = [
const LOD_STEPS: [u32; 24] = [
0,
16,
24,
32,
48,
64,
96,
128,
192,
256,
512,
1024,
@@ -777,6 +791,7 @@ impl H {
}
H::Workers => Some(g.workers as f32 / max_workers() as f32),
H::ResolutionScale => Some((g.resolution_scale as f32 - 50.0) / 150.0),
H::UpscalingSharpness => Some(g.upscaling_sharpness as f32 / 100.0),
// Auto, then 10..480 by 10.
H::HdrPaperWhite => Some(g.hdr_paper_white as f32 / 480.0),
// Auto, then 200..2000 by 50.
@@ -796,6 +811,7 @@ impl H {
H::UploadBudget => Some((UPLOAD_STEPS.len() - 1) as u32),
H::Workers => Some(max_workers()),
H::ResolutionScale => Some(30),
H::UpscalingSharpness => Some(20),
H::HdrPaperWhite => Some(41),
H::HdrPeak => Some(37),
H::HdrBlackLevel => Some(100),
@@ -885,6 +901,9 @@ impl H {
},
),
H::Upscaling => labelled("Upscaling", g.upscaling.label()),
H::UpscalingSharpness => {
labelled("Upscaling Sharpness", format!("{}%", g.upscaling_sharpness))
}
H::ScreenshotQuality => {
labelled("Screenshot Quality", format!("{}x", g.screenshot_quality))
}
@@ -957,6 +976,7 @@ impl H {
}
H::Workers => g.workers = (v * max_workers() as f32).round() as u32,
H::ResolutionScale => g.resolution_scale = (50.0 + (v * 30.0).round() * 5.0) as u32,
H::UpscalingSharpness => g.upscaling_sharpness = (v * 20.0).round() as u32 * 5,
H::HdrPaperWhite => g.hdr_paper_white = (v * 48.0).round() as u32 * 10,
H::HdrPeak => {
g.hdr_peak = match (v * 37.0).round() as u32 {
@@ -1655,6 +1675,7 @@ impl GraphicsUi {
hover,
focused,
held: self.dragging == Some(item),
key: None,
};
shell::row(batch, atlas, cols, y, &view);
}
@@ -2692,12 +2713,21 @@ mod tests {
item.label(&s).plain(),
format!("LOD Distance: {} chunks", crate::lod::MAX_CHUNKS)
);
item.set_slider(&mut s, 5.0 / 17.0);
item.set_slider(&mut s, 11.0 / 23.0);
assert_eq!(s.horizon.lod_distance, 1024);
assert_eq!(item.label(&s).plain(), "LOD Distance: 1024 chunks");
// The fine stops: a ring of far terrain just past a small render
// distance, which the doubling steps skipped (#9694).
item.set_slider(&mut s, 1.0 / 23.0);
assert_eq!(s.horizon.lod_distance, 16);
assert_eq!(item.label(&s).plain(), "LOD Distance: 16 chunks");
item.set_slider(&mut s, 2.0 / 23.0);
assert_eq!(s.horizon.lod_distance, 24);
// A distance between stops (from the file) sits on the next one.
s.horizon.lod_distance = 3000;
assert_eq!(item.slider(&s), Some(7.0 / 17.0));
assert_eq!(item.slider(&s), Some(13.0 / 23.0));
s.horizon.lod_distance = 12;
assert_eq!(item.slider(&s), Some(1.0 / 23.0));
assert_eq!(
Item::Vanilla(Opt::RenderDistance).label(&s).plain(),
format!("Full Detail Distance: {near} chunks")
@@ -3204,6 +3234,7 @@ mod tests {
H::UploadBudget,
H::Workers,
H::ResolutionScale,
H::UpscalingSharpness,
H::HdrPaperWhite,
H::HdrPeak,
H::HdrBlackLevel,
+118 -41
View File
@@ -33,6 +33,11 @@ struct Params {
@group(0) @binding(2) var<uniform> params: Params;
// Horizon's logo, 1 inside, 0 outside, for calibration's test pictures.
@group(0) @binding(3) var logo: texture_2d<f32>;
// The float frame with HUD coverage (Hdr::layered): the frame keeps the world as light
// (fs_resolve), the HUD draws on a picture of its own (`hud`, fs_keep), and `coverage` says how
// much of the world it hides there (gfx/hud_coverage.rs).
@group(0) @binding(4) var coverage: texture_2d<f32>;
@group(0) @binding(5) var hud: texture_2d<f32>;
// Light sources are lifted evenly rather than by a highlight curve: vanilla's
// textures were drawn for SDR, so a curve on their brightest pixels blows out
@@ -61,9 +66,10 @@ fn shows_world(c: vec3<f32>, w: vec3<f32>) -> bool {
// A texel with its alpha as an 8-bit frame holds it. A 16-bit frame
// (Renderer::frame_format) keeps alpha between 8-bit steps, where the marks below
// would read differently (an alpha of 0.001 would count as the hand); its colour
// keeps the gradients 8 bits would band. On an 8-bit frame nothing changes.
// keeps the gradients 8 bits would band, and a float frame's (LINEAR_FRAME) the
// light over 1 that blends added past white. On an 8-bit frame nothing changes.
fn frame_texel(v: vec4<f32>) -> vec4<f32> {
return vec4(saturate(v.rgb), round(saturate(v.a) * 255.0) / 255.0);
return vec4(max(v.rgb, vec3(0.0)), round(saturate(v.a) * 255.0) / 255.0);
}
// Linear BT.709 to BT.2020 (ITU-R BT.2087), columns first.
@@ -148,44 +154,29 @@ fn calibration_nits(p: vec2<f32>, size: vec2<f32>) -> f32 {
return vec4(0.0);
}
@fragment fn fs_hdr(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
let at = vec2<i32>(pos.xy);
// Calibration: above its controls the test picture, straight in nits, past
// paper white, the lift and the black level.
let size = vec2<f32>(textureDimensions(frame));
if params.calibration.x > 0.5 && pos.y < size.y * params.calibration.z {
let nits = vec3(calibration_nits(pos.xy, size));
if params.pq > 0.5 {
return vec4(pq(nits), 1.0);
}
return vec4(nits / 80.0, 1.0);
}
let f = frame_texel(textureLoad(frame, at, 0));
let c = f.rgb;
// What covers the world here (Hdr::keep_world): nothing at 0, the hand at
// 1/255 (Hdr::mark_hand: drawn at the world's brightness), else the HUD or a
// menu, by how much.
let covered = f.a > 0.0;
let hand = covered && f.a < 1.5 / 255.0;
let ui = select(f.a, 0.0, hand);
// Gamma 2.2, as SDR displays and the compositors' SDR paths decode it.
var light = pow(max(c, vec3(0.0)), vec3(2.2));
let w = frame_texel(textureLoad(world, at, 0));
// The world's alpha is below 0.75 on light sources, the sun and the moon
// (terrain.wgsl, entity.wgsl): only those shine, and only where nothing was
// drawn over them since: grey text over the white sun still looks like the sun
// darkened, but it raised the frame's alpha. Its band of 0.175 is the tier, the
// lower the brighter, and where in the band how much (hdr_mark). The hand
// writes its own alpha there (Hdr::hand_light_view): 1, or a light source it holds.
// The light of colour `f` under the world's mark `a` (the alpha the world left, hdr_mark) where
// the world `shows`, else the colour clipped at white; and whether a light source lifted it.
struct Lit {
light: vec3<f32>,
lifted: bool,
};
fn lit(f: vec3<f32>, a: f32, shows: bool) -> Lit {
var lifted = false;
let shows = params.world > 0.5 && params.peak > 1.0
&& (hand || (!covered && shows_world(c, w.rgb)));
// Light over 1 (a float frame's) shows only where the world does and carries
// no mark (alpha 1), up to the peak: light written as light. Marked pixels clip
// at white before their lift, as on a unorm frame, so light sources, the sun and
// HDR lighting look as they do there; so do the HUD, menus and HDR Lighting off.
let c = select(min(f, vec3(1.0)), f, shows && a == 1.0);
// Gamma 2.2, as SDR displays and the compositors' SDR paths decode it.
var light = pow(c, vec3(2.2));
// HDR lighting: alpha between 0.76 and 1 is how much of it the surface gets. Vanilla's
// light is albedo times lightmap, so this is the lightmap going past 1. It eases into the
// peak from 60% of it, so bright textures keep their detail.
if shows && w.a >= 0.75 {
// peak from 60% of it, so bright textures keep their detail. Unmarked light (alpha 1)
// gets no gain and no knee: the clamp to the peak below is all it needs here.
if shows && a >= 0.75 && a < 1.0 {
let top = max(light.r, max(light.g, light.b));
let gain = 1.0 + (params.scene - 1.0) * (1.0 - w.a) / 0.24;
let gain = 1.0 + (params.scene - 1.0) * (1.0 - a) / 0.24;
let v = top * gain;
let knee = max(0.6 * params.peak, 1.0);
var out = v;
@@ -194,10 +185,13 @@ fn calibration_nits(p: vec2<f32>, size: vec2<f32>) -> f32 {
}
light *= select(gain, out / max(top, 1e-4), v > knee);
}
if shows && w.a < 0.75 {
let band = u32(clamp(floor((w.a + 0.005) / 0.175), 0.0, 3.0));
// The world's alpha is below 0.75 on light sources, the sun and the moon
// (terrain.wgsl, entity.wgsl): its band of 0.175 is the tier, the lower the
// brighter, and where in the band how much (hdr_mark).
if shows && a < 0.75 {
let band = u32(clamp(floor((a + 0.005) / 0.175), 0.0, 3.0));
let tier = 3u - band;
let lift = 1.0 - clamp((w.a - 0.175 * f32(band)) / 0.165, 0.0, 1.0);
let lift = 1.0 - clamp((a - 0.175 * f32(band)) / 0.165, 0.0, 1.0);
if lift > 0.0 {
let top = max(light.r, max(light.g, light.b));
let gain = min(1.0 + (params.peak - 1.0) * params.share[tier] * lift, params.peak / max(top, 1e-4));
@@ -214,8 +208,27 @@ fn calibration_nits(p: vec2<f32>, size: vec2<f32>) -> f32 {
light = vec3(dot(light, vec3(0.2126, 0.7152, 0.0722)));
}
}
// The HUD and menus at their own brightness, by how much they cover.
light *= mix(1.0, params.ui, ui);
return Lit(min(light, vec3(params.peak)), lifted);
}
// Calibration: above its controls the test picture, straight in nits, past
// paper white, the lift and the black level.
fn calibrating(pos: vec4<f32>) -> bool {
let size = vec2<f32>(textureDimensions(frame));
return params.calibration.x > 0.5 && pos.y < size.y * params.calibration.z;
}
fn calibration_picture(pos: vec4<f32>) -> vec4<f32> {
let nits = vec3(calibration_nits(pos.xy, vec2<f32>(textureDimensions(frame))));
if params.pq > 0.5 {
return vec4(pq(nits), 1.0);
}
return vec4(nits / 80.0, 1.0);
}
// Light in units of paper white, as the swapchain takes it: HDR10 or scRGB, the black level
// lifted.
fn display(light: vec3<f32>) -> vec4<f32> {
let scrgb = light * params.paper;
if params.pq > 0.5 {
let e = pq(BT709_TO_BT2020 * scrgb * 80.0);
@@ -226,3 +239,67 @@ fn calibration_nits(p: vec2<f32>, size: vec2<f32>) -> f32 {
}
return vec4(scrgb, 1.0);
}
@fragment fn fs_hdr(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
if calibrating(pos) {
return calibration_picture(pos);
}
let at = vec2<i32>(pos.xy);
let f = frame_texel(textureLoad(frame, at, 0));
// What covers the world here (Hdr::keep_world): nothing at 0, the hand at
// 1/255 (Hdr::mark_hand: drawn at the world's brightness), else the HUD or a
// menu, by how much.
let covered = f.a > 0.0;
let hand = covered && f.a < 1.5 / 255.0;
let ui = select(f.a, 0.0, hand);
let w = frame_texel(textureLoad(world, at, 0));
// The world's marks lift only where nothing was drawn over them since: grey text over
// the white sun still looks like the sun darkened, but it raised the frame's alpha. The
// hand writes its own alpha there (Hdr::hand_light_view): 1, or a light source it holds.
let shows = params.world > 0.5 && params.peak > 1.0
&& (hand || (!covered && shows_world(f.rgb, w.rgb)));
var light = lit(f.rgb, w.a, shows).light;
// The HUD and menus at their own brightness, by how much they cover.
light *= mix(1.0, params.ui, ui);
return display(light);
}
// Hdr::resolve, after the world and the hand: the marks they left (`world` holds the frame as
// they drew it) become light in the frame, in gamma as the frame stores it, alpha 1. What draws
// after it (camera overlays, the menu blur) draws on light, and nothing is lifted later.
@fragment fn fs_resolve(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
let w = frame_texel(textureLoad(world, vec2<i32>(pos.xy), 0));
let shows = params.world > 0.5 && params.peak > 1.0;
return vec4(pow(lit(w.rgb, w.a, shows).light, vec3(1.0 / 2.2)), 1.0);
}
// Hdr::keep_world: the HUD's backdrop, the world clipped to white with alpha 0, the frame as
// the HUD found it before.
@fragment fn fs_keep(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
let w = textureLoad(frame, vec2<i32>(pos.xy), 0).rgb;
return vec4(clamp(w, vec3(0.0), vec3(1.0)), 0.0);
}
// The HUD over the world in gamma, the space the HUD blends in: its own part, what its backdrop
// B doesn't explain (H = P - (1 - c) B, exact for the layering blends), at UI Brightness, over
// (1 - c) of the world, light above white included. Where the world is at or below white, at
// 100%, that is the HUD's picture as drawn.
fn layered(at: vec2<i32>) -> vec3<f32> {
let w = max(textureLoad(frame, at, 0).rgb, vec3(0.0));
let p = clamp(textureLoad(hud, at, 0).rgb, vec3(0.0), vec3(1.0));
let c = textureLoad(coverage, at, 0).r;
let h = max(p - (1.0 - c) * min(w, vec3(1.0)), vec3(0.0));
return h * pow(params.ui, 1.0 / 2.2) + (1.0 - c) * w;
}
// Hdr::composite: the picture so far, stored as the frame stores light, for the menu blur.
@fragment fn fs_composite(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
return vec4(layered(vec2<i32>(pos.xy)), 1.0);
}
@fragment fn fs_hdr_layered(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
if calibrating(pos) {
return calibration_picture(pos);
}
return display(min(pow(layered(vec2<i32>(pos.xy)), vec3(2.2)), vec3(params.peak)));
}
+192 -14
View File
@@ -531,6 +531,49 @@ fn cit_sprite(root: &Path, id: &str) -> Option<(PackedImage, Option<TextureFlags
let flags = mcmeta.as_deref().and_then(TextureFlags::from_mcmeta);
Some(((name.to_owned(), w, h, pixels), flags, animation.is_some()))
}
/// The texture of every `bitmap` font provider. A provider's `file` may name
/// any texture, so a pack's glyph sheet need not live under `textures/font`.
fn bitmap_font_textures(root: &Path) -> Vec<PathBuf> {
fn jsons(dir: &Path, out: &mut Vec<PathBuf>) {
for entry in fs::read_dir(dir).into_iter().flatten().flatten() {
let path = entry.path();
if path.is_dir() {
jsons(&path, out);
} else if path.extension().is_some_and(|e| e == "json") {
out.push(path);
}
}
}
let assets = root.join("assets");
let mut defs = Vec::new();
for ns in fs::read_dir(&assets).into_iter().flatten().flatten() {
jsons(&ns.path().join("font"), &mut defs);
}
let mut out = Vec::new();
let mut seen = HashSet::new();
for def in defs {
let Ok(bytes) = fs::read(&def) else { continue };
let bytes = bytes.strip_prefix(b"\xEF\xBB\xBF").unwrap_or(&bytes);
let Ok(json) = serde_json::from_slice::<serde_json::Value>(bytes) else {
continue;
};
for p in json["providers"].as_array().into_iter().flatten() {
if p["type"] != "bitmap" {
continue;
}
let Some(file) = p["file"].as_str() else {
continue;
};
let (ns, path) = file.split_once(':').unwrap_or(("minecraft", file));
let path = assets.join(ns).join("textures").join(path);
if path.is_file() && seen.insert(path.clone()) {
out.push(path);
}
}
}
out
}
/// Folders of `assets/minecraft/textures/` that [`HudAtlas::pack`] walks for
/// the full atlas. A pack may add others through `atlases/blocks.json`.
const WALKED_TEXTURE_FOLDERS: &[&str] = &[
@@ -1102,6 +1145,18 @@ impl HudAtlas {
for folder in folders {
walk(&textures.join(folder), &mut files);
}
// A bitmap provider's `file` may be outside the walked folders (HUD
// packs keep their glyph sheets under their own namespace or path).
// Pack those sheets too, so Font reads them from the atlas instead of
// copying every glyph into the small run-time region.
if folders.contains(&"font") {
let mut seen: HashSet<PathBuf> = files.iter().cloned().collect();
files.extend(
bitmap_font_textures(root)
.into_iter()
.filter(|p| seen.insert(p.clone())),
);
}
// Content mods' entity textures: their equipment assets name them as
// `<ns>:<path>`, and native mods draw their block entities with them
// (`native_draw_quad`: `<ns>:entity/...`); and their mob effects'
@@ -1333,6 +1388,36 @@ impl HudAtlas {
}
}
if full {
// Official Recipes artwork from Just Enough Items, under MIT.
for (name, png) in [
(
"button_enabled_v2",
include_bytes!("jei_recipes/button_enabled_v2.png").as_slice(),
),
(
"button_disabled_v2",
include_bytes!("jei_recipes/button_disabled_v2.png").as_slice(),
),
(
"button_highlight_v2",
include_bytes!("jei_recipes/button_highlight_v2.png").as_slice(),
),
(
"icons/arrow_previous_v2",
include_bytes!("jei_recipes/icons/arrow_previous_v2.png").as_slice(),
),
(
"icons/arrow_next_v2",
include_bytes!("jei_recipes/icons/arrow_next_v2.png").as_slice(),
),
(
"search_background_v2",
include_bytes!("jei_recipes/search_background_v2.png").as_slice(),
),
] {
let (width, height, rgba) = decode_bytes(png)?;
images.push((format!("horizon/jei/{name}"), width, height, rgba));
}
Self::slots(&mut images, crate::trims::slot_size(root), mod_image);
// MissingTextureAtlasSprite.generateMissingImage: 16x16, magenta
// and black quarters.
@@ -1354,6 +1439,11 @@ impl HudAtlas {
bordered.insert(image.0.clone());
}
}
if full {
let (width, height, rgba) =
decode_bytes(include_bytes!("jei_recipes/config_button.png"))?;
images.push(("horizon/recipes/settings".to_owned(), width, height, rgba));
}
images.sort_by(|a, b| b.2.cmp(&a.2).then(b.1.cmp(&a.1)));
let (width, placements, glyph_region) =
Self::layout_leaving_out(&mut images, &mut animated, &cit_names, MAX_ATLAS_SIZE)?;
@@ -1430,8 +1520,9 @@ impl HudAtlas {
let white = sprites["horizon/white"];
let glint = Self::glint_texture(root, defaults, "enchanted_glint_item");
let glint_armor = Self::glint_texture(root, defaults, "enchanted_glint_armor");
let font = crate::font::Font::load(
let font = crate::font::Font::load_over(
root,
defaults,
&sprites,
&pixels,
(width, height),
@@ -2344,17 +2435,19 @@ impl HudUniform {
}
}
}
use crate::gfx::hud_coverage::{self, Pipeline};
pub struct HudRenderer {
pub sprite_animations: Vec<(Rect, crate::sprites::SpriteAnimation, (usize, usize, u32))>,
/// The shared atlas texture, for run-time glyph uploads.
pub atlas_texture: Option<wgpu::Texture>,
pipeline: wgpu::RenderPipeline,
pipeline: Pipeline,
/// `RenderPipelines.CROSSHAIR`.
invert_pipeline: wgpu::RenderPipeline,
additive_pipeline: wgpu::RenderPipeline,
depth_pipeline: wgpu::RenderPipeline,
vignette_pipeline: wgpu::RenderPipeline,
end_portal_pipeline: wgpu::RenderPipeline,
invert_pipeline: Pipeline,
additive_pipeline: Pipeline,
depth_pipeline: Pipeline,
vignette_pipeline: Pipeline,
end_portal_pipeline: Pipeline,
/// The layout of `group`, which the CIT glint pipelines share.
layout: wgpu::BindGroupLayout,
group: wgpu::BindGroup,
@@ -2364,6 +2457,7 @@ pub struct HudRenderer {
buffer: wgpu::Buffer,
capacity: u64,
format: wgpu::TextureFormat,
coverage: bool,
atlas_view: wgpu::TextureView,
/// The resource pack's text shader, when it has one that works.
pack_text: Option<pack_text::PackText>,
@@ -2378,6 +2472,7 @@ impl HudRenderer {
view: &wgpu::TextureView,
glint_view: &wgpu::TextureView,
glint_sampler: &wgpu::Sampler,
coverage: bool,
) -> Result<Self> {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Horizon HUD"),
@@ -2490,7 +2585,7 @@ impl HudRenderer {
let attributes =
wgpu::vertex_attr_array![0=>Float32x2,1=>Float32x2,2=>Unorm8x4,3=>Float32,4=>Float32x2];
let create = |label, blend, fragment_entry, depth: bool| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
let desc = wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
@@ -2524,7 +2619,9 @@ impl HudRenderer {
}),
multiview_mask: None,
cache: None,
})
};
let source = wgpu::ShaderSource::Wgsl(include_str!("hud.wgsl").into());
Pipeline::new(device, &desc, source, coverage).expect("the HUD's coverage")
};
let pipeline = create("HUD", wgpu::BlendState::ALPHA_BLENDING, "fs_main", false);
let depth_pipeline = create(
@@ -2615,6 +2712,7 @@ impl HudRenderer {
buffer,
capacity,
format,
coverage,
atlas_view: view.clone(),
pack_text: None,
zoom: 1.0,
@@ -2629,7 +2727,7 @@ impl HudRenderer {
textures: Option<&cit_glint::GlintTextures>,
) {
self.cit_glint = textures.and_then(|t| {
cit_glint::CitGlintPass::new(device, queue, self.format, &self.layout, t)
cit_glint::CitGlintPass::new(device, queue, self.format, &self.layout, t, self.coverage)
});
}
/// Draw the GUI's text with `shader` (`HudAtlas::text_shader`), or natively.
@@ -2639,7 +2737,7 @@ impl HudRenderer {
shader: Option<&horizon_shaders::CoreProgram>,
) {
self.pack_text = shader.and_then(|shader| {
pack_text::PackText::new(device, self.format, &self.atlas_view, shader)
pack_text::PackText::new(device, self.format, &self.atlas_view, shader, self.coverage)
});
}
pub fn animate_sprites(
@@ -2788,6 +2886,7 @@ impl HudRenderer {
self.draw_range(
encoder,
target,
None,
depth,
batch,
size,
@@ -2801,6 +2900,7 @@ impl HudRenderer {
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
coverage: Option<&wgpu::TextureView>,
depth: &wgpu::TextureView,
batch: &HudBatch,
size: [u32; 2],
@@ -2810,7 +2910,7 @@ impl HudRenderer {
if vertices.is_empty() || size.contains(&0) {
return;
}
let attachments = [Some(wgpu::RenderPassColorAttachment {
let mut attachments = vec![Some(wgpu::RenderPassColorAttachment {
view: target,
resolve_target: None,
depth_slice: None,
@@ -2819,6 +2919,9 @@ impl HudRenderer {
store: wgpu::StoreOp::Store,
},
})];
if let Some(view) = coverage {
attachments.push(Some(hud_coverage::attachment(view)));
}
let runs = batch.runs_in(vertices);
let mut at = 0;
while at < runs.len() {
@@ -2870,16 +2973,17 @@ impl HudRenderer {
Blend::EndPortal => &self.end_portal_pipeline,
Blend::CitGlint(blend) => {
if let Some(cit) = &self.cit_glint {
cit.draw(&mut pass, *blend, range.clone());
cit.draw(&mut pass, *blend, range.clone(), coverage.is_some());
}
continue;
}
};
let pipeline = pipeline.get(coverage.is_some());
match &self.pack_text {
Some(pack_text) if *blend == Blend::Alpha => {
for (part, text) in pack_text::text_runs(&batch.vertices, range.clone()) {
if text {
pack_text.draw(&mut pass, part);
pack_text.draw(&mut pass, part, coverage.is_some());
pass.set_bind_group(0, &self.group, &[]);
} else {
pass.set_pipeline(pipeline);
@@ -2898,6 +3002,10 @@ impl HudRenderer {
}
}
#[cfg(test)]
#[path = "hud/coverage_tests.rs"]
mod coverage_tests;
#[cfg(test)]
mod tests {
use super::*;
@@ -3856,6 +3964,30 @@ texture=wide",
assert_eq!(((r.w, r.h), r.texels(size)), (gui, texels), "{name}");
}
}
/// A bitmap font's `file` may be any texture, not only one under
/// `textures/font`; the atlas packs it so the font can read its glyphs
/// from there instead of copying them into the run-time region.
#[test]
fn a_bitmap_font_sheet_outside_font_is_packed() {
let root = std::env::temp_dir().join(format!("horizon-font-pack-{}", std::process::id()));
let _ = fs::remove_dir_all(&root);
write_png(&root, "hud/sheet", 16, 8);
let def = root.join("assets/minecraft/font/default.json");
fs::create_dir_all(def.parent().unwrap()).unwrap();
fs::write(
&def,
r#"{"providers":[{"type":"bitmap","file":"minecraft:hud/sheet.png","ascent":7,"chars":["ab"]}]}"#,
)
.unwrap();
let atlas = HudAtlas::build(&root).unwrap();
let _ = fs::remove_dir_all(&root);
let rect = atlas
.sprites
.get("hud/sheet")
.expect("the font sheet is packed");
assert_eq!(rect.texels((atlas.width, atlas.height)), (16, 8));
}
/// A content mod's GUI textures join the atlas under its namespace;
/// its other textures and vanilla's names stay as they were.
#[test]
@@ -3975,6 +4107,52 @@ texture=wide",
.unwrap();
root
}
/// A pack layer that adds a font provider over the game's own resources:
/// its `font/default.json` names `minecraft:font/test.png`, which only the
/// game's root holds (`HudAtlas::build_over`'s `defaults`).
fn pack_font_over_defaults(name: &str) -> (PathBuf, PathBuf) {
let base = std::env::temp_dir().join(format!(
"horizon-font-fallback-{name}-{}",
std::process::id()
));
let pack = base.join("pack");
let vanilla = base.join("vanilla");
fs::create_dir_all(pack.join("assets/minecraft/font")).unwrap();
fs::create_dir_all(vanilla.join("assets/minecraft/textures/font")).unwrap();
fs::write(
pack.join("assets/minecraft/font/default.json"),
r#"{"providers":[{"type":"bitmap","file":"minecraft:font/test.png","ascent":7,"chars":["ab"]}]}"#,
)
.unwrap();
let mut pixels = vec![0u8; 16 * 8 * 4];
for y in 0..8 {
for x in (0..3).chain(8..13) {
pixels[(y * 16 + x) * 4 + 3] = 255;
}
}
let mut encoder = png::Encoder::new(
fs::File::create(vanilla.join("assets/minecraft/textures/font/test.png")).unwrap(),
16,
8,
);
encoder.set_color(png::ColorType::Rgba);
encoder.set_depth(png::BitDepth::Eight);
encoder
.write_header()
.unwrap()
.write_image_data(&pixels)
.unwrap();
(pack, vanilla)
}
#[test]
fn a_pack_overlay_reads_font_sheets_from_the_game_below_it() {
let (pack, vanilla) = pack_font_over_defaults("sheets");
let atlas = HudAtlas::build_over(&pack, &vanilla).unwrap();
let glyph = atlas.font.glyph('a');
let _ = fs::remove_dir_all(pack.parent().unwrap());
assert!(glyph.rect.is_some(), "text draws, not the missing glyph");
assert!(glyph.advance > 0.0);
}
#[test]
fn the_fonts_only_atlas_measures_text_like_the_full_one() {
let root = two_glyph_font("atlas");
@@ -5,6 +5,7 @@
//! vanilla's glint's is. Without enchantment rules nothing here is made.
use super::HudVertex;
use crate::gfx::hud_coverage::Pipeline;
use horizon_optifine::cit::{Blend, Factor, Kind, Rule};
use std::path::Path;
@@ -230,7 +231,7 @@ pub fn blend_state(blend: Option<Blend>) -> wgpu::BlendState {
/// pipeline per blend.
pub(super) struct CitGlintPass {
group: wgpu::BindGroup,
pipelines: Vec<wgpu::RenderPipeline>,
pipelines: Vec<Pipeline>,
}
impl CitGlintPass {
@@ -241,6 +242,7 @@ impl CitGlintPass {
format: wgpu::TextureFormat,
hud: &wgpu::BindGroupLayout,
textures: &GlintTextures,
coverage: bool,
) -> Option<Self> {
use wgpu::util::DeviceExt;
if textures.is_empty() {
@@ -381,7 +383,7 @@ impl CitGlintPass {
.blends
.iter()
.map(|&blend| {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
let desc = wgpu::RenderPipelineDescriptor {
label: Some("CIT glint"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
@@ -409,7 +411,9 @@ impl CitGlintPass {
}),
multiview_mask: None,
cache: None,
})
};
let source = wgpu::ShaderSource::Wgsl(include_str!("../hud.wgsl").into());
Pipeline::new(device, &desc, source, coverage).expect("the CIT glint's coverage")
})
.collect();
Some(Self { group, pipelines })
@@ -421,9 +425,10 @@ impl CitGlintPass {
pass: &mut wgpu::RenderPass<'_>,
blend: u8,
vertices: std::ops::Range<u32>,
coverage: bool,
) {
if let Some(pipeline) = self.pipelines.get(usize::from(blend)) {
pass.set_pipeline(pipeline);
pass.set_pipeline(pipeline.get(coverage));
pass.set_bind_group(1, &self.group, &[]);
pass.draw(vertices, 0..1);
}
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