MONKEY (post): port zone colour grading

Co-Authored-By: GPT-5.6 Sol (Codex)
This commit is contained in:
pkuzic
2026-09-25 03:07:06 +01:00
co-authored by GPT-5.6 Sol (Codex)
parent 57220f558f
commit 08c1de3177
10 changed files with 618 additions and 6 deletions
+8
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@@ -0,0 +1,8 @@
# Third-party notices
## WarcraftXL colour grading
The colour-grading pass in `crates/benilla-app/src/post/grading.rs` and `grading.wgsl` is ported
from WarcraftXL's `wxl-retail-grading` implementation, Copyright (C) 2026 WarcraftXL. The source
implementation is licensed under GPL-3.0-or-later. The port preserves its 32³ LUT convention,
strength control, and strip lookup mathematics while uploading the strip as a native 3D texture.
+20 -3
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@@ -497,6 +497,7 @@
-- MONKEY (post): HDR excess + halo quality.
bloom = "Bloom",
sunShafts = "Sun Shafts",
colorGrading = "Colour Grading",
fogOff = "Off",
waterQuality = "Water Quality",
waterClassic = "Classic",
@@ -540,6 +541,8 @@
"Makes fire, lava, spells and lit windows carry a soft halo. Low uses a smaller blur chain; High is smoother. Off leaves the original image unchanged.",
SUN_SHAFTS =
"Draws sunlight through gaps in trees and buildings. Scene depth blocks the rays; they fade at night, off-screen and indoors.",
COLOR_GRADING =
"Applies a subtle zone-specific colour palette to the 3D world and blends between its day and night looks. The interface is never graded.",
VOLUMETRIC_FOG =
"Off disables volumetric fog. Low adds nearby haze and sun or moon shafts with fewer steps; High uses more steps for smoother shafts. Mist is heavier at dawn and in bad weather, and subtle indoors. Shafts require shadows; with shadows off only haze remains.",
WATER_QUALITY =
@@ -627,6 +630,7 @@
-- MONKEY (post): Russian HDR excess + halo quality row.
bloom = "Свечение",
sunShafts = "Солнечные лучи",
colorGrading = "Цветокоррекция",
-- MONKEY (volumetric fog): Russian atmospheric quality row.
volumetricFog = "Объёмный туман",
fogOff = "Выкл",
@@ -673,6 +677,8 @@
"Добавляет мягкое сияние огню, лаве, заклинаниям и освещённым окнам. Низкое качество использует короткое размытие, высокое — более плавное. Выключение сохраняет исходное изображение.",
SUN_SHAFTS =
"Показывает солнечные лучи сквозь деревья и здания. Рельеф и здания перекрывают свет; ночью и в помещениях эффект исчезает.",
COLOR_GRADING =
"Применяет мягкую цветовую палитру зоны и плавно меняет дневной вариант на ночной. Интерфейс не изменяется.",
-- MONKEY (volumetric fog): localised effect and cost explanation.
VOLUMETRIC_FOG =
"Выкл отключает объёмный туман. Низкое добавляет дымку вблизи и лучи солнца или луны с меньшим числом шагов; Высокое использует больше шагов для более плавных лучей. Туман гуще на рассвете и в непогоду, а в помещениях слабее. Для лучей нужны тени; без теней остаётся только дымка.",
@@ -811,7 +817,7 @@
-- three of eighteen shadow settings and no hint that the other fifteen existed.
AdvancedGraphics = {
-- MONKEY (volumetric fog): include in refresh, defaults and search.
"RowLightingQuality", "RowWaterQuality", "RowVolumetricFog", "RowBloom", "RowSunShafts",
"RowLightingQuality", "RowWaterQuality", "RowVolumetricFog", "RowBloom", "RowSunShafts", "RowColorGrading",
"RowCharacterShadows", "RowWorldShadows", "RowShadowDistance",
"RowShadowResolution", "RowMoonShadows",
"RowInteriorLight", "RowInteriorShadows", "RowExteriorShadows", "RowTorchSoft",
@@ -2645,11 +2651,22 @@
"BENILLA_TOOLTIP_SUN_SHAFTS")
</OnLoad></Scripts>
</Frame>
<!-- MONKEY (post): zone/day-night 32-cube grade, world only. -->
<Frame name="$parentRowColorGrading" inherits="OptionsCheckboxRowTemplate">
<Anchors>
<Anchor point="TOPLEFT" relativeTo="$parentRowSunShafts" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-9"/></Offset></Anchor>
<Anchor point="TOPRIGHT" relativeTo="$parentRowSunShafts" relativePoint="BOTTOMRIGHT"><Offset><AbsDimension x="0" y="-9"/></Offset></Anchor>
</Anchors>
<Scripts><OnLoad>
OptionsRow_OnLoad(self, "colorGrading", BENILLA_ADVGFX.colorGrading,
"BENILLA_TOOLTIP_COLOR_GRADING")
</OnLoad></Scripts>
</Frame>
<Frame name="$parentRowCharacterShadows" inherits="OptionsCheckboxRowTemplate">
<Anchors>
<!-- MONKEY (post): screen effects sit immediately above this one. -->
<Anchor point="TOPLEFT" relativeTo="$parentRowSunShafts" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-9"/></Offset></Anchor>
<Anchor point="TOPRIGHT" relativeTo="$parentRowSunShafts" relativePoint="BOTTOMRIGHT"><Offset><AbsDimension x="0" y="-9"/></Offset></Anchor>
<Anchor point="TOPLEFT" relativeTo="$parentRowColorGrading" relativePoint="BOTTOMLEFT"><Offset><AbsDimension x="0" y="-9"/></Offset></Anchor>
<Anchor point="TOPRIGHT" relativeTo="$parentRowColorGrading" relativePoint="BOTTOMRIGHT"><Offset><AbsDimension x="0" y="-9"/></Offset></Anchor>
</Anchors>
<Scripts><OnLoad>
OptionsRow_OnLoad(self, "characterShadows",
@@ -1379,6 +1379,40 @@ pub(super) const ON_DEMAND: &[Scenario] = &[
minute: 0,
ui: None,
},
// MONKEY (post): lane-specific A/B and perf viewpoints. Kept at the end for merge isolation.
Scenario {
name: "post-lava-searing",
map: Some(MAP_AZEROTH),
eye: LAVA_RIVER_EYE,
look: LAVA_RIVER_LOOK,
minute: 0,
ui: None,
},
Scenario {
name: "post-stormwind-night",
map: Some(MAP_AZEROTH),
eye: [-8833.38, 628.63, 96.0],
look: [-8809.1, 672.3, 94.0],
minute: 0,
ui: None,
},
Scenario {
name: "post-sunshafts-noon",
map: Some(MAP_AZEROTH),
eye: WATER_EYE,
// Noon's 85-degree sun above the Goldshire trees (azimuth 45 degrees).
look: [-9508.5, -292.1, 369.7],
minute: 720,
ui: None,
},
Scenario {
name: "post-duskwood-grade",
map: Some(MAP_AZEROTH),
eye: [-10580.0, -1200.0, 45.0],
look: [-10540.0, -1160.0, 30.0],
minute: 1260,
ui: None,
},
];
/// The owner's reported vantage for the lava-glow report: `(-7048.8, -1000.6, 242.0)` facing
+10 -3
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@@ -924,6 +924,7 @@ pub(crate) const REGISTERED: &[Registered] = &[
// MONKEY (post): tier 0 leaves every emissive site and the frame byte-identical.
ours("bloom", "2", "benilla's own: HDR emissive bloom, 0 Off / 1 Low / 2 High"),
ours("sunShafts", "1", "benilla's own: depth-occluded screen-space sun shafts"),
ours("colorGrading", "1", "benilla's own: zone and day/night 32-cube colour grade"),
ours(
"waterQuality",
"1",
@@ -2014,6 +2015,7 @@ pub(crate) const LIGHTING_PRESETS: &[(&str, &[(&str, &str)])] = &[
// MONKEY (post): no HDR lift or post pass is the byte-identical baseline.
("bloom", "0"),
("sunShafts", "0"),
("colorGrading", "0"),
("lavaLightGain", "0"),
("fireLightGain", "0"),
("nightGain", "1.0"),
@@ -2040,6 +2042,7 @@ pub(crate) const LIGHTING_PRESETS: &[(&str, &[(&str, &str)])] = &[
// MONKEY (post): quarter-resolution halo.
("bloom", "1"),
("sunShafts", "0"),
("colorGrading", "0"),
("lavaLightGain", "1"),
("fireLightGain", "1"),
("nightGain", "0.45"),
@@ -2069,6 +2072,7 @@ pub(crate) const LIGHTING_PRESETS: &[(&str, &[(&str, &str)])] = &[
// MONKEY (post): quarter-resolution halo.
("bloom", "1"),
("sunShafts", "0"),
("colorGrading", "0"),
("lavaLightGain", "1"),
("fireLightGain", "1"),
("nightGain", "0.45"),
@@ -2099,6 +2103,7 @@ pub(crate) const LIGHTING_PRESETS: &[(&str, &[(&str, &str)])] = &[
// MONKEY (post): half-resolution halo.
("bloom", "2"),
("sunShafts", "1"),
("colorGrading", "1"),
("lavaLightGain", "1"),
("fireLightGain", "1"),
("nightGain", "0.45"),
@@ -2913,13 +2918,14 @@ mod tests {
let shadows = VideoConfig::default();
let flag = |b: bool| if b { 1.0 } else { 0.0 };
// MONKEY (volumetric fog): include the atmospheric tier in this fixed-size default table.
let lighting: [(&str, f32); 35] = [
let lighting: [(&str, f32); 36] = [
("waterQuality", shadows.water_quality as f32),
// MONKEY (volumetric fog): weld registry and renderer defaults.
("volumetricFog", shadows.volumetric_fog as f32),
// MONKEY (post): weld registry and renderer defaults.
("bloom", shadows.bloom as f32),
("sunShafts", flag(shadows.sun_shafts)),
("colorGrading", flag(shadows.color_grading)),
("lavaLightGain", shadows.lava_light_gain),
// The two sun lanes and the cascade they share.
("worldShadows", flag(shadows.world_shadows)),
@@ -2972,10 +2978,10 @@ mod tests {
assert_eq!(d[name], want, "{name}: registered default left the knob");
}
// …and the census IS the row set. A name here that nothing registers would weld against a
// row the client does not have; the length is the other half — 35 rows, 35 welds.
// row the client does not have; the length is the other half — 36 rows, 36 welds.
let welded: std::collections::BTreeSet<&str> = lighting.iter().map(|(n, _)| *n).collect();
// MONKEY (volumetric fog): the atmospheric tier joins the default-consumer weld.
assert_eq!(welded.len(), 35, "the lighting lane welds 35 distinct rows");
assert_eq!(welded.len(), 36, "the lighting lane welds 36 distinct rows");
for name in &welded {
assert!(
REGISTERED.iter().any(|r| r.name == *name),
@@ -3154,6 +3160,7 @@ mod tests {
// MONKEY (post): the post lane's live tier.
"bloom" => video.bloom as f32,
"sunShafts" => video.sun_shafts as u32 as f32,
"colorGrading" => video.color_grading as u32 as f32,
"lavaLightGain" => video.lava_light_gain,
"fireLightGain" => video.fire_light_gain,
"moonShadowStrength" => video.moon_shadow_strength,
+432
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@@ -0,0 +1,432 @@
//! MONKEY (post): zone/day-night colour grading through a real 32³ GPU texture.
//!
//! Ported from WarcraftXL's `wxl-retail-grading` (Copyright (C) 2026 WarcraftXL, GPL-3.0-or-later).
//! Its 1024×32 BLP strip/two-bilinear-tap cube lookup becomes the equivalent hardware-trilinear
//! lookup after upload to a 3D texture. See `THIRD-PARTY.md`.
use super::bloom::BloomLabel;
use crate::video::VideoConfig;
use benilla_assets::{AssetSet, LockRecover, WorldAssets};
use benilla_world::{lighting::WorldTime, terrain_stream::CurrentArea, view::WorldCamera};
use bevy::{
asset::RenderAssetUsages,
core_pipeline::{core_3d::graph::Core3d, FullscreenShader},
ecs::query::QueryItem,
image::Image,
prelude::*,
render::{
diagnostic::RecordDiagnostics,
extract_component::{ExtractComponent, ExtractComponentPlugin},
render_asset::RenderAssets,
render_graph::{
NodeRunError, RenderGraphContext, RenderGraphExt, RenderLabel, ViewNode, ViewNodeRunner,
},
render_resource::{binding_types::*, *},
renderer::{RenderContext, RenderDevice, RenderQueue},
texture::GpuImage,
view::ViewTarget,
RenderApp, RenderStartup,
},
};
use std::collections::{HashMap, HashSet};
pub(super) struct GradingPlugin;
#[derive(Resource)]
struct GradeCatalog {
rows: benilla_formats::MonkeyZoneGrades,
luts: HashMap<String, Handle<Image>>,
identity: Handle<Image>,
}
#[derive(Component, Clone, PartialEq, ExtractComponent)]
struct GradeView {
day: Handle<Image>,
night: Handle<Image>,
// x = authored strength, y = night blend.
control: Vec4,
}
#[derive(Clone, Copy, ShaderType)]
struct GradeUniform {
control: Vec4,
}
impl Plugin for GradingPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(ExtractComponentPlugin::<GradeView>::default())
.add_systems(Last, update_views);
if !app.is_plugin_added::<AssetPlugin>() {
return;
}
app.add_systems(Startup, load_catalog.after(AssetSet::Open));
let shader = app
.world_mut()
.resource_mut::<Assets<Shader>>()
.add(Shader::from_wgsl(
include_str!("grading.wgsl"),
"post/grading.wgsl",
));
let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
return;
};
render_app
.insert_resource(GradeShader(shader))
.add_systems(RenderStartup, init_pipeline)
.add_render_graph_node::<ViewNodeRunner<GradeNode>>(Core3d, GradeLabel)
.add_render_graph_edges(
Core3d,
(
BloomLabel,
GradeLabel,
benilla_world::ffx_glow::FfxGlowLabel,
),
);
}
}
fn load_catalog(
mut commands: Commands,
assets: Option<Res<WorldAssets>>,
mut images: ResMut<Assets<Image>>,
) {
let identity = images.add(volume_image(identity_cube()));
let Some(assets) = assets else {
commands.insert_resource(GradeCatalog {
rows: default(),
luts: default(),
identity,
});
return;
};
let mut chain = assets.chain.lock_recover();
let loose_root = benilla_formats::wow_data();
let loaded_rows = loose_root
.as_ref()
.map(|root| root.join("DBFilesClient").join("MonkeyZoneGrade.dbc"))
.filter(|path| path.is_file())
.map(|path| {
std::fs::read(path)
.map_err(anyhow::Error::from)
.and_then(|bytes| benilla_formats::parse_monkey_zone_grades(&bytes))
})
.unwrap_or_else(|| benilla_formats::load_monkey_zone_grades(&mut chain));
let rows = match loaded_rows {
Ok(rows) => rows,
Err(error) => {
info!("post grading: no MonkeyZoneGrade.dbc; identity fallback ({error:#})");
commands.insert_resource(GradeCatalog {
rows: default(),
luts: default(),
identity,
});
return;
}
};
let paths: HashSet<String> = rows
.rows()
.flat_map(|row| [row.day_lut.clone(), row.night_lut.clone()])
.collect();
let mut luts = HashMap::new();
for path in paths {
let loose = loose_root
.as_ref()
.map(|root| root.join(path.replace('\\', "/")))
.filter(|path| path.is_file())
.map(std::fs::read)
.transpose()
.map_err(anyhow::Error::from);
let result = loose
.and_then(|bytes| match bytes {
Some(bytes) => Ok(bytes),
None => chain.read_file(&path.replace('/', "\\")),
})
.and_then(|bytes| benilla_formats::blp_bytes_to_mip_chain(&bytes));
match result.and_then(|blp| strip_to_cube(&blp)) {
Ok(cube) => {
luts.insert(path, images.add(volume_image(cube)));
}
Err(error) => warn!("post grading: {path} rejected; identity fallback: {error:#}"),
}
}
info!(
"post grading: {} area rows, {} resident LUTs",
rows.rows().count(),
luts.len()
);
commands.insert_resource(GradeCatalog {
rows,
luts,
identity,
});
}
fn strip_to_cube(blp: &benilla_formats::BlpMipChain) -> anyhow::Result<Vec<u8>> {
anyhow::ensure!(
blp.width == 1024 && blp.height == 32,
"expected 1024x32, got {}x{}",
blp.width,
blp.height
);
anyhow::ensure!(!blp.mips.is_empty(), "BLP has no base mip");
let strip = &blp.mips[0];
anyhow::ensure!(
strip.len() == 1024 * 32 * 4,
"base mip has {} bytes",
strip.len()
);
let mut cube = vec![0; 32 * 32 * 32 * 4];
for b in 0..32usize {
for g in 0..32usize {
for r in 0..32usize {
let source = (g * 1024 + b * 32 + r) * 4;
let destination = ((b * 32 + g) * 32 + r) * 4;
cube[destination..destination + 4].copy_from_slice(&strip[source..source + 4]);
}
}
}
Ok(cube)
}
fn identity_cube() -> Vec<u8> {
let mut cube = Vec::with_capacity(32 * 32 * 32 * 4);
for b in 0..32u32 {
for g in 0..32u32 {
for r in 0..32u32 {
cube.extend([r, g, b].map(|v| ((v * 255 + 15) / 31) as u8));
cube.push(255);
}
}
}
cube
}
fn volume_image(cube: Vec<u8>) -> Image {
Image::new(
Extent3d {
width: 32,
height: 32,
depth_or_array_layers: 32,
},
TextureDimension::D3,
cube,
TextureFormat::Rgba8Unorm,
RenderAssetUsages::RENDER_WORLD,
)
}
fn update_views(
mut commands: Commands,
video: Res<VideoConfig>,
catalog: Option<Res<GradeCatalog>>,
area: Res<CurrentArea>,
areas: Option<Res<crate::area::AreaTableRes>>,
time: Res<WorldTime>,
cameras: Query<(Entity, &Camera, Option<&GradeView>), With<WorldCamera>>,
) {
let selected = catalog.as_ref().and_then(|catalog| {
let leaf = area.0?;
let zone = areas
.as_ref()
.and_then(|areas| areas.0.top_zone(leaf))
.unwrap_or(leaf);
let row = catalog
.rows
.for_area(leaf)
.or_else(|| catalog.rows.for_area(zone))?;
(row.strength > 0.0).then(|| GradeView {
day: catalog
.luts
.get(&row.day_lut)
.unwrap_or(&catalog.identity)
.clone(),
night: catalog
.luts
.get(&row.night_lut)
.unwrap_or(&catalog.identity)
.clone(),
control: Vec4::new(row.strength, night_weight(time.minute_f), 0.0, 0.0),
})
});
for (entity, camera, old) in &cameras {
let next = (video.color_grading && camera.is_active)
.then(|| selected.clone())
.flatten();
match next {
Some(next) if old != Some(&next) => {
commands.entity(entity).insert(next);
}
None if old.is_some() => {
commands.entity(entity).remove::<GradeView>();
}
_ => {}
}
}
}
fn night_weight(minute: f32) -> f32 {
let dawn = smoothstep(330.0, 450.0, minute);
let dusk = smoothstep(1110.0, 1230.0, minute);
1.0 - dawn * (1.0 - dusk)
}
fn smoothstep(a: f32, b: f32, value: f32) -> f32 {
let t = ((value - a) / (b - a)).clamp(0.0, 1.0);
t * t * (3.0 - 2.0 * t)
}
#[derive(Resource)]
struct GradeShader(Handle<Shader>);
#[derive(Resource)]
struct GradePipeline {
layout: BindGroupLayoutDescriptor,
scene_sampler: Sampler,
lut_sampler: Sampler,
pipeline: CachedRenderPipelineId,
}
#[derive(Debug, Hash, PartialEq, Eq, Clone, RenderLabel)]
struct GradeLabel;
fn init_pipeline(
mut commands: Commands,
device: Res<RenderDevice>,
cache: Res<PipelineCache>,
shader: Res<GradeShader>,
fullscreen: Res<FullscreenShader>,
) {
let layout = BindGroupLayoutDescriptor::new(
"post_grading_layout",
&BindGroupLayoutEntries::sequential(
ShaderStages::FRAGMENT,
(
texture_2d(TextureSampleType::Float { filterable: true }),
sampler(SamplerBindingType::Filtering),
texture_3d(TextureSampleType::Float { filterable: true }),
texture_3d(TextureSampleType::Float { filterable: true }),
sampler(SamplerBindingType::Filtering),
uniform_buffer::<GradeUniform>(false),
),
),
);
let pipeline = cache.queue_render_pipeline(RenderPipelineDescriptor {
label: Some("post_grading".into()),
layout: vec![layout.clone()],
vertex: fullscreen.to_vertex_state(),
fragment: Some(FragmentState {
shader: shader.0.clone(),
shader_defs: vec![],
entry_point: Some("fragment".into()),
targets: vec![Some(ColorTargetState {
format: ViewTarget::TEXTURE_FORMAT_HDR,
blend: None,
write_mask: ColorWrites::ALL,
})],
}),
..default()
});
let sampler = |filter| {
device.create_sampler(&SamplerDescriptor {
min_filter: filter,
mag_filter: filter,
address_mode_u: AddressMode::ClampToEdge,
address_mode_v: AddressMode::ClampToEdge,
address_mode_w: AddressMode::ClampToEdge,
..default()
})
};
commands.insert_resource(GradePipeline {
layout,
scene_sampler: sampler(FilterMode::Nearest),
lut_sampler: sampler(FilterMode::Linear),
pipeline,
});
}
#[derive(Default)]
struct GradeNode;
impl ViewNode for GradeNode {
type ViewQuery = (&'static ViewTarget, &'static GradeView);
fn run<'w>(
&self,
_graph: &mut RenderGraphContext,
context: &mut RenderContext<'w>,
(target, grade): QueryItem<'w, '_, Self::ViewQuery>,
world: &'w World,
) -> Result<(), NodeRunError> {
let settings = world.resource::<GradePipeline>();
let cache = world.resource::<PipelineCache>();
let Some(pipeline) = cache.get_render_pipeline(settings.pipeline) else {
return Ok(());
};
let images = world.resource::<RenderAssets<GpuImage>>();
let (Some(day), Some(night)) = (images.get(&grade.day), images.get(&grade.night)) else {
return Ok(());
};
let device = context.render_device();
let mut uniform = UniformBuffer::from(GradeUniform {
control: grade.control,
});
uniform.write_buffer(device, world.resource::<RenderQueue>());
let out = target.post_process_write();
let bind = device.create_bind_group(
"post_grading",
&cache.get_bind_group_layout(&settings.layout),
&BindGroupEntries::sequential((
out.source,
&settings.scene_sampler,
&day.texture_view,
&night.texture_view,
&settings.lut_sampler,
uniform.binding().unwrap(),
)),
);
let diagnostics = context.diagnostic_recorder();
let mut pass = context
.command_encoder()
.begin_render_pass(&RenderPassDescriptor {
label: Some("post_grading"),
color_attachments: &[Some(RenderPassColorAttachment {
view: out.destination,
depth_slice: None,
resolve_target: None,
ops: Operations::default(),
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
let span = diagnostics.pass_span(&mut pass, "post_grading");
pass.set_pipeline(pipeline);
pass.set_bind_group(0, &bind, &[]);
pass.draw(0..3, 0..1);
span.end(&mut pass);
Ok(())
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn identity_volume_has_exact_axes() {
let cube = identity_cube();
let at = |r: usize, g: usize, b: usize| &cube[((b * 32 + g) * 32 + r) * 4..][..4];
assert_eq!(at(0, 0, 0), &[0, 0, 0, 255]);
assert_eq!(at(31, 0, 0), &[255, 0, 0, 255]);
assert_eq!(at(0, 31, 0), &[0, 255, 0, 255]);
assert_eq!(at(0, 0, 31), &[0, 0, 255, 255]);
}
#[test]
fn day_night_blend_is_continuous() {
assert_eq!(night_weight(0.0), 1.0);
assert_eq!(night_weight(720.0), 0.0);
assert_eq!(night_weight(1439.0), 1.0);
assert!((night_weight(390.0) - 0.5).abs() < 1.0e-6);
}
}
+35
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@@ -0,0 +1,35 @@
// Colour grading ported from WarcraftXL wxl-retail-grading.
// Copyright (C) 2026 WarcraftXL. GPL-3.0-or-later; see THIRD-PARTY.md.
// MONKEY (post): real 32³ textures make the original 1024x32 strip's two bilinear taps plus
// lerp(fract(b*31)) one hardware-trilinear lookup, for both the day and night cubes.
#import bevy_core_pipeline::fullscreen_vertex_shader::FullscreenVertexOutput
@group(0) @binding(0) var scene: texture_2d<f32>;
@group(0) @binding(1) var scene_sampler: sampler;
@group(0) @binding(2) var day_lut: texture_3d<f32>;
@group(0) @binding(3) var night_lut: texture_3d<f32>;
@group(0) @binding(4) var lut_sampler: sampler;
struct Grade {
control: vec4<f32>,
};
@group(0) @binding(5) var<uniform> grade: Grade;
fn grade_one(lut: texture_3d<f32>, color: vec3<f32>) -> vec3<f32> {
// Half a texel in from each face, with 31 intervals across the 32-texel cube.
let uvw = color * (31.0 / 32.0) + vec3(0.5 / 32.0);
return textureSampleLevel(lut, lut_sampler, uvw, 0.0).rgb;
}
@fragment
fn fragment(in: FullscreenVertexOutput) -> @location(0) vec4<f32> {
let source = textureSampleLevel(scene, scene_sampler, in.uv, 0.0);
let base = clamp(source.rgb, vec3(0.0), vec3(1.0));
let day = grade_one(day_lut, base);
let night = grade_one(night_lut, base);
let authored = mix(day, night, grade.control.y);
let graded = mix(base, authored, grade.control.x);
// Bloom already consumed the HDR signal; preserve its remaining excess for the FFX clamp.
return vec4(graded + max(source.rgb - vec3(1.0), vec3(0.0)), source.a);
}
+2
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@@ -1,6 +1,7 @@
//! MONKEY (post): optional world-camera effects ahead of FFXGlow's gamma clamp.
mod bloom;
mod grading;
mod sun_shafts;
pub(crate) struct PostPlugin;
@@ -8,6 +9,7 @@ pub(crate) struct PostPlugin;
impl bevy::prelude::Plugin for PostPlugin {
fn build(&self, app: &mut bevy::prelude::App) {
app.add_plugins(bloom::BloomPlugin);
app.add_plugins(grading::GradingPlugin);
app.add_plugins(sun_shafts::SunShaftsPlugin);
}
}
+4
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@@ -226,6 +226,8 @@ pub(crate) struct VideoConfig {
pub(crate) bloom: u8,
// MONKEY (post): depth-occluded radial sun shafts.
pub(crate) sun_shafts: bool,
// MONKEY (post): zone/day-night LUT grading at the world-to-UI boundary.
pub(crate) color_grading: bool,
/// Brightness of lava lighting its surroundings, 0..4; 0 disables the glow.
/// Published to `benilla_world::lighting::LavaLightGain` by `dynamic_interior::bridge`.
pub(crate) lava_light_gain: f32,
@@ -475,6 +477,7 @@ impl Default for VideoConfig {
bloom: 2,
// MONKEY (post): part of the shipped High graphics preset.
sun_shafts: true,
color_grading: true,
lava_light_gain: 1.0,
fire_flicker: 1.0,
display: if windowed_env() {
@@ -559,6 +562,7 @@ pub(crate) fn on_cvar(
"bloom" => cfg.bloom = v.clamp(0.0, 2.0) as u8,
// MONKEY (post): the shafts lane is binary.
"sunshafts" => cfg.sun_shafts = v != 0.0,
"colorgrading" => cfg.color_grading = v != 0.0,
"lavalightgain" => cfg.lava_light_gain = v.clamp(0.0, 4.0),
"worldshadows" => cfg.world_shadows = ev.flag(),
"charactershadows" => cfg.character_shadows = ev.flag(),
+4
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@@ -29,6 +29,10 @@ mod camera_shakes;
mod cinematics;
mod creatures;
mod dbc;
mod monkey_zone_grade;
pub use monkey_zone_grade::{
load_monkey_zone_grades, parse_monkey_zone_grades, MonkeyZoneGrade, MonkeyZoneGrades,
};
mod unit_blood;
pub use camera_shakes::{load_camera_shakes, CameraShake, CameraShakeCatalog, SpellShakeGroup};
pub use cinematics::{
@@ -0,0 +1,69 @@
//! MONKEY (post): `MonkeyZoneGrade.dbc`, the optional area-to-day/night LUT table.
use anyhow::{Context, Result};
use benilla_dbc::{FieldType, Schema, SchemaField};
use crate::dbc::{f32_at, parse, str_at, u32_at};
use crate::Chain;
const TABLE: &str = "DBFilesClient\\MonkeyZoneGrade.dbc";
/// One authored zone grade. Missing files and absent area rows are handled by the caller as the
/// identity cube, so this type only represents complete rows.
#[derive(Clone, Debug, PartialEq)]
pub struct MonkeyZoneGrade {
pub id: u32,
pub area_id: u32,
pub day_lut: String,
pub night_lut: String,
pub strength: f32,
}
#[derive(Clone, Debug, Default)]
pub struct MonkeyZoneGrades {
rows: Vec<MonkeyZoneGrade>,
}
impl MonkeyZoneGrades {
pub fn for_area(&self, area_id: u32) -> Option<&MonkeyZoneGrade> {
self.rows.iter().find(|row| row.area_id == area_id)
}
pub fn rows(&self) -> impl Iterator<Item = &MonkeyZoneGrade> {
self.rows.iter()
}
}
/// Read the five-column extension table through the same typed DBC parser as the stock tables.
pub fn load_monkey_zone_grades(chain: &mut Chain) -> Result<MonkeyZoneGrades> {
let bytes = chain
.read_file(TABLE)
.context("reading MonkeyZoneGrade.dbc")?;
parse_monkey_zone_grades(&bytes)
}
/// Parse an in-memory extension table through the typed DBC reader. This is used for the loose
/// capture patch; the MPQ-backed path above and this path therefore share the exact schema.
pub fn parse_monkey_zone_grades(bytes: &[u8]) -> Result<MonkeyZoneGrades> {
let mut schema = Schema::new("MonkeyZoneGrade");
schema.add_field(SchemaField::new("ID", FieldType::UInt32));
schema.add_field(SchemaField::new("AreaID", FieldType::UInt32));
schema.add_field(SchemaField::new("DayLUT", FieldType::String));
schema.add_field(SchemaField::new("NightLUT", FieldType::String));
schema.add_field(SchemaField::new("Strength", FieldType::Float32));
let records = parse(bytes, schema, "MonkeyZoneGrade.dbc")?;
let rows = records
.records()
.iter()
.filter_map(|record| {
Some(MonkeyZoneGrade {
id: u32_at(record, 0)?,
area_id: u32_at(record, 1)?,
day_lut: str_at(&records, record, 2)?,
night_lut: str_at(&records, record, 3)?,
strength: f32_at(record, 4).unwrap_or(0.0).clamp(0.0, 1.0),
})
})
.collect();
Ok(MonkeyZoneGrades { rows })
}