Normalize existing sources and documentation with treefmt

Apply the formatter baseline needed by the generated CI gate.

Verified the full treefmt check with vendored sources and generated MAP.md excluded. Parsed formatted Cargo manifests and compared their values with HEAD; all are identical.
This commit is contained in:
Can H. Tartanoglu
2026-10-05 00:31:21 +02:00
parent 36c9dc2aaa
commit eecbf04d6e
10 changed files with 160 additions and 131 deletions
+8 -8
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@@ -21,14 +21,14 @@ anyhow = "1.0.102"
# and `vorbis`, and the client mixes through kira. Add a feature by name, never `2d`/`3d`/`ui`; a
# plugin that takes bevy with its default features brings the audio stack back too.
bevy = { version = "0.18.1", default-features = false, features = [
"default_app",
"default_platform",
"2d_bevy_render",
"3d_bevy_render",
"ui_api",
"ui_bevy_render",
"scene",
"picking",
"default_app",
"default_platform",
"2d_bevy_render",
"3d_bevy_render",
"ui_api",
"ui_bevy_render",
"scene",
"picking",
] }
# For the `WOW_GPU_MS` meter's query set, which bevy 0.18 does not wrap; must match bevy's wgpu.
wgpu = "27"
+52 -51
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@@ -12,33 +12,33 @@ behind each constant.
## What it does
| Lane | What you see | Main switch |
|---|---|---|
| Sun shadows, characters | real silhouettes for units instead of the oval blob | `characterShadows` |
| Sun shadows, world | trees, buildings and alpha-tested foliage cast; baked terrain shadows step aside; the static caster cache also refreshes when streamed geometry arrives, so a standing camera picks up late trees (`world_shadow.rs::refresh_streamed_shadows`, independent of volumetric fog) | `worldShadows` |
| Dynamic interiors | WMO rooms are lit per fragment by their own fixtures with a soft falloff, gated per room so light does not leak through walls | `interiorLight`, `interiorRoomGate` |
| Synthesised lights | torches, braziers, lanterns, campfires and lampposts emit a light in the colour of their flame, with flicker | `fireLightGain`, `fireFlicker` |
| Torch shadows | cube-map shadows from point lights onto buildings, models and terrain, with a contact-hardening penumbra and a shadow floor | `interiorShadows`, `exteriorShadows`, `torchShadowStrength`, `interiorShadowSoft` |
| Daylight and doorways | calibrated fixtures at doors, windows and open boundaries carry daylight into a room, and doorways between rooms bleed light | `interiorDaylight`, env `WOW_DAYLIGHT`, `WOW_BLEED` |
| Terrain in torch shadows | the ground casts into an outdoor fire's cube map, so a hill or bank blocks the fire (settled exterior slots only; `torch_terrain.rs` gathers the resident MCNK chunks inside the cube's 48 yd; the gather and the ground receiver both work, but stock Elwynn lamps/campfires show no visible change: the terrain-blocked ground is grazing (N·L ≈ 0, inside the 0.15 yd normal offset) or at the pool rim, below one 8-bit step — measured by the `lamp_terrain_occlusion_scan` census) | `torchTerrainShadows` (default 0, High 1), env `WOW_TORCH_TERRAIN=0\|1` |
| City day floor | `interiorDaylight`'s room floor also reaches Stormwind/Ironforge rooms that the portal graph connects to the sky (an exterior-facing portal, or one hop from one; `district_sky_rooms` in `daylight.rs`); before this no city room could take it | `interiorDaylight` (default 0, suggested High 0.10) |
| Spell and firework lights | fire, holy and fel effects light their surroundings for their lifetime; frost, nature, arcane and shadow do not | `spellLightGain`, env `WOW_SPELL_LIGHT=0` |
| Moon shadows | at night the same shadow rig re-aims at the moon and casts a faint shadow; dims only the night sky term, never point lights | `moonShadowStrength` |
| Moonlight | GFX (moonlight): the moon as a light. The stock 1.12 night (Light.dbc night colours on the never-setting lighting sun) stays the base; a cool (0.62, 0.74, 1.0), dim directional term from the visible white moon (`daynight::moon_direction`, the disc the sky draws) is ADDED per fragment with a soft-wrapped N·L on terrain, models, WMO exteriors and retained doodads, shadowed by the moon's own map (`shadow_hook::realtime_shadow_moonlit` `.z`, faded in with the rig's hand-over ramp). It ramps with the moon's elevation (0-12°) and out with the sun, dims under storms, and never reaches interiors or the glue booth. Packed as MonkeyFrame row 16 (`moon`: direction + intensity, base 0.16 gamma at `moonLight 1`) and `misc.w` (hand-over confidence); the per-frame blob is 8800 B (`lighting/moonlight.rs`, `moonlight_hook.wgsl`) | Advanced Graphics → Moonlight, cvar `moonLight` 0..2 (0 = the reference night, bit for bit; Graphics preset Low..Ultra = 1) |
| Ground-effect spells | Flamestrike, Rain of Fire, Consecration, Flare and fire traps light the ground for their duration; frost and nature areas stay dark | `spellLightGain` |
| Volumetric fog | near-field haze that converges on the zone fog colour (clear within 10 yd, full by 150 yd; mistier at dawn and in bad weather, faint indoors; the dawn curve follows the rendered clock, so a manual or capture time sets it; over an ocean a point below sea level is hazed at the sea surface, since water writes no depth) and daytime sun shafts through gaps beyond 10 yd, sampled from the shadow map (never moon shafts: they are gated by daylight; retired while Volumetric Light is on); own fullscreen pass after the main pass (`benilla-app/src/volumetric_fog.rs`) | Advanced Graphics → Volumetric Fog (Off/Low/High), cvar `volumetricFog`, env `WOW_VOLFOG=0\|1\|2` |
| Volumetric light | GFX (volumetric light): shadow-mapped sun and moon shafts. The directional light the shadow rig holds (sun by day, moon at night) is ray-marched along each view ray at HALF resolution: 16 (Medium) or 32 (High) samples, quadratic spacing from 0.35 yd (dense near the eye), a per-pixel interleaved-gradient-noise offset, cascade lookups with the covered-sample mean past the cascades, air thinning with height above the eye (10 yd e-fold, so shafts live under canopies and between buildings rather than in the open sky), a Henyey-Greenstein g = 0.6 phase with a quarter isotropic. A depth-aware 4x4 half-res blur removes the jitter and a depth-aware 2x2 upsample composites it with the fog pass's soft screen curve. Extinction = the volumetric fog density law (dawn mist, weather) x the zone's fog end (350 yd reference, x0.7-2.5); colour = sun diffuse (or the moon tint x moonlight intensity, faint) leaned 35 % toward the zone fog hue. No shafts in WMO interiors. While it is on, the volumetric fog pass retires its own midpoint shafts and keeps only its haze and lamp halos. Three passes after the fog node (`benilla-app/src/volumetric_light.rs` + `.wgsl`); no temporal history. Dev capture levers `WOW_VOLLIGHT_DENSITY/_HEIGHT/_GAIN/_DEBUG` (1 = the in-scatter alone) | Advanced Graphics → Volumetric Light (Off/Medium/High) + Volumetric Light Strength 0..2, cvars `volumetricLight`, `volumetricLightStrength`, env `WOW_VOLLIGHT=0\|1\|2`; Graphics preset Medium = 1, High/Ultra = 2 |
| Sky dithering | a faint screen-space dither in the FFXGlow combine so smooth sky and fog gradients do not band (MONKEY p0; was env-only) | Advanced Graphics → Sky Dithering, cvar `skyDither` 0/1 (default 0, Graphics preset High = 1), env `WOW_DITHER=1` still forces it on; bridge in `benilla-app/src/monkey_gfx.rs` |
| HDR emission and bloom | lit WMO windows, additive models/particles and magma can exceed display white; a soft-capped fullscreen halo is added before the faithful FFX clamp | Advanced Graphics → Bloom (Off/Low/High), cvar `bloom`; Off is the unchanged reference image, suggested High preset value 2 |
| Sky quality | Enhanced: the five Light.dbc sky stops through a smooth monotone curve in linear light (no bands at the rings), a soft sun glow tinted by sun and fog colour (fades at night and under cloud), a procedural star field with twinkle and a faint Milky Way over the stock `Stars.m2`. High adds domain-warped cloud detail and sun-lit clouds (self-shadow, silver lining; technique from WarcraftXL, see `THIRD-PARTY.md`). Classic is the reference sky unchanged | Advanced Graphics → Sky Quality, cvar `skyQuality` 0 Classic / 1 Enhanced / 2 High, env `WOW_SKY_QUALITY` |
| Modern fog | MONKEY (fog): radial distance fog with a gradual exponential curve, a daylight sun lobe, and an end colour shared by the world, WDL hull, sky horizon and volumetric haze. Each zone keeps its authored fog end up to the reference view-distance limit; optional `LightFogBand.dbc` rows provide height, sun and end-fog controls. Interior WMO fog stays classic | Advanced Graphics → Modern Fog, cvar `fogModel` 0 Classic (default) / 1 Modern (High = 1), env `WOW_FOGMODEL=0\|1`; `fog_hook.wgsl`, `lighting/fog_model.rs`, `light/fog_band.rs` |
| Rain on surfaces | MONKEY (wet): rain gradually darkens and saturates exposed terrain and models, adds puddles and a sky/sun sheen, and produces rings on exterior Enhanced water. Wetness rises over roughly 90 seconds and dries over roughly four minutes; MONKEY (rainshelter): a camera-centred rain-occlusion map (128² cells of 0.75 yd, filled by vertical collision rays) keeps ground, walls and water under roofs, porches and bridges dry, with a ~1.5 yd drip margin and a soft edge; tree canopies without colliders do not shelter | Advanced Graphics → Wet Surfaces in Rain, cvar `rainSurfaces` 0/1 (default and High 1), env `WOW_RAIN_SURFACES`, `WOW_WETNESS`, `WOW_WET_T`; `weather/wetness.rs`, `weather/shelter.rs`, `wet_hook.wgsl` |
| Foliage wind | one weather-fed gust/veer field drives grass and classified tree/bush foliage; grass also parts around the player and nearby units | Advanced Graphics → Foliage Wind, cvar `foliageWind` 0 Off / 1 Grass / 2 Grass + Trees (High = 2), plus the slider Foliage Wind Strength, cvar `foliageWindStrength` 0.25..3 (default 1, not on the preset ladder; a gain on the sway, not the parting; a storm adds up to +60 %). Tuning at 1 (fix-wind): grass tips about ±0.2-0.3 yd on a 2.5 s wave with 1.1 s cross flutter, gust bands 55 yd wide rolling downwind; tree crowns about ±0.3 yd (lever-arm weight grows with height to 1.3x at 8.5 yd) on a 4 s sway, 5.5 s side wave, 0.8 s leaf flutter; bent tips dip slightly. capture override `WOW_FOLIAGE_WIND` (dev build + `WOW_CAPTURE` only); field and benders in `benilla-world/src/wind/`. The wave phase is the CPU-integrated travel (speed integrated over time, wrapped seamlessly), and the waves' spatial term uses the fixed profile heading; the veer turns only the bend. Tree exile copies sway through material marker bit 14 (`FOLIAGE_WIND_MARKER`). Capture offset `WOW_CAPTURE_WIND_T` (s). Known: shadow casters (world-shadow proxies, `torch_depth.wgsl`) do not apply the sway, so leaves sample a static shadow; a future world-camera DepthPrepass must call the same offsets |
| Ambient occlusion | soft contact shadows under props, in wall-floor corners and around feet; depth-only SSAO at half resolution (depth-reconstructed normals, 6/12 spiral taps, 4x4 depth-aware blur, bilateral upsample) multiplied into the opaque scene after the opaque pass and before the water copy, so water, particles and UI are untouched; fades out 45-90 yd (Low) / 60-120 yd (High), spares sky and bright pixels; on alpha-tested foliage (a dense window of two-sided depth spikes) the blur widens its depth tolerance and the AO drops 40 %, which removes the leaf grain while planes, silhouettes and contact creases keep full AO (`benilla-app/src/ssao.rs`, `benilla-app/src/shaders/ssao.wgsl`) | Advanced Graphics → Ambient Occlusion (Off/Low/High; default Off, High preset 2), cvar `ambientOcclusion`, env `WOW_AO=0\|1\|2`, `WOW_AO_DEBUG=1..5` diagnostic views (factor, protection, distance, raw occlusion, foliage mask), `WOW_AO_GAIN`/`_RADIUS`/`_BIAS`/`_STRENGTH` tuning |
| Lamp fog | MONKEY (lampfog): the fog fullscreen pass selects the nearest resolved exterior and interior point-table sources and analytically integrates their softened inverse-square light over the camera-to-scene-depth ray. A near-field haze floor makes lamps visible inside the ordinary volumetric haze's 10 yd clear zone; it is zero by day, stronger in rain/fog, and deliberately unshadowed. The table colour already includes intensity, flame flicker and `fireLightGain`. Halo output uses destination headroom and stays below 1.0, so a later bloom pass cannot blow it out | Advanced Graphics → Lamp Fog, cvar `lampFog` 0 Off (default, unchanged) / 1 Low (16 lamps) / 2 High (32 lamps; Graphics preset High = 2), env `WOW_LAMPFOG=0\|1\|2`; `benilla-app/src/volumetric_fog.rs` |
| City window daylight | MONKEY (fix-daylight/integration): a district WMO's oversized window batch (e.g. the Cathedral of Light's stained-glass walls) is split into window-sized daylight apertures, so the nave takes daylight pane by pane. Applies to WMOs loaded after a change | Advanced Graphics → City Window Daylight, cvar `daylightWindowSplit` 0/1 (default 1, the merged behaviour); `benilla-world/src/lighting/daylight.rs` (`set_window_split`), bridge `benilla-app/src/dynamic_interior.rs` |
| Zone skyboxes | the painted sky a zone's `LightParams` names (clear-weather slot, storm slot lerped by the storm blend) for the living, fading in by the Light sphere falloff with the modern client's crossfade (ghost > WMO > zone); extended `LightSkybox.dbc` flags `0x1` day cycle, `0x2` keep sun/moon/stars/clouds, `0x4` fog-colour horizon cone, `0x8` forces the screen-space sun shafts through a low or just-set sun (the sky's weight lifts their daylight fade; `post/sun_shafts.rs`), `0x10` fades the Modern fog's sun-colour lobe out by the sky's weight (`lighting/fog_model.rs`), plus a celestial second model; every skybox now plays its bones, texture transforms, colour and alpha tracks (`benilla-world/src/skybox.rs`, `skybox_anim.rs`, `benilla-formats/src/light/skybox.rs`) | Advanced Graphics → Zone Skyboxes, cvar `zoneSkyboxes` (0 Off default, 1 On; High = 1), env `WOW_ZONE_SKYBOXES=0\|1` |
| Night and interior level | global dimming of the night sky term and of interior ambient | `nightGain`, `interiorGain`, `interiorBakeFloor` |
| Lane | What you see | Main switch |
| ------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Sun shadows, characters | real silhouettes for units instead of the oval blob | `characterShadows` |
| Sun shadows, world | trees, buildings and alpha-tested foliage cast; baked terrain shadows step aside; the static caster cache also refreshes when streamed geometry arrives, so a standing camera picks up late trees (`world_shadow.rs::refresh_streamed_shadows`, independent of volumetric fog) | `worldShadows` |
| Dynamic interiors | WMO rooms are lit per fragment by their own fixtures with a soft falloff, gated per room so light does not leak through walls | `interiorLight`, `interiorRoomGate` |
| Synthesised lights | torches, braziers, lanterns, campfires and lampposts emit a light in the colour of their flame, with flicker | `fireLightGain`, `fireFlicker` |
| Torch shadows | cube-map shadows from point lights onto buildings, models and terrain, with a contact-hardening penumbra and a shadow floor | `interiorShadows`, `exteriorShadows`, `torchShadowStrength`, `interiorShadowSoft` |
| Daylight and doorways | calibrated fixtures at doors, windows and open boundaries carry daylight into a room, and doorways between rooms bleed light | `interiorDaylight`, env `WOW_DAYLIGHT`, `WOW_BLEED` |
| Terrain in torch shadows | the ground casts into an outdoor fire's cube map, so a hill or bank blocks the fire (settled exterior slots only; `torch_terrain.rs` gathers the resident MCNK chunks inside the cube's 48 yd; the gather and the ground receiver both work, but stock Elwynn lamps/campfires show no visible change: the terrain-blocked ground is grazing (N·L ≈ 0, inside the 0.15 yd normal offset) or at the pool rim, below one 8-bit step — measured by the `lamp_terrain_occlusion_scan` census) | `torchTerrainShadows` (default 0, High 1), env `WOW_TORCH_TERRAIN=0\|1` |
| City day floor | `interiorDaylight`'s room floor also reaches Stormwind/Ironforge rooms that the portal graph connects to the sky (an exterior-facing portal, or one hop from one; `district_sky_rooms` in `daylight.rs`); before this no city room could take it | `interiorDaylight` (default 0, suggested High 0.10) |
| Spell and firework lights | fire, holy and fel effects light their surroundings for their lifetime; frost, nature, arcane and shadow do not | `spellLightGain`, env `WOW_SPELL_LIGHT=0` |
| Moon shadows | at night the same shadow rig re-aims at the moon and casts a faint shadow; dims only the night sky term, never point lights | `moonShadowStrength` |
| Moonlight | GFX (moonlight): the moon as a light. The stock 1.12 night (Light.dbc night colours on the never-setting lighting sun) stays the base; a cool (0.62, 0.74, 1.0), dim directional term from the visible white moon (`daynight::moon_direction`, the disc the sky draws) is ADDED per fragment with a soft-wrapped N·L on terrain, models, WMO exteriors and retained doodads, shadowed by the moon's own map (`shadow_hook::realtime_shadow_moonlit` `.z`, faded in with the rig's hand-over ramp). It ramps with the moon's elevation (0-12°) and out with the sun, dims under storms, and never reaches interiors or the glue booth. Packed as MonkeyFrame row 16 (`moon`: direction + intensity, base 0.16 gamma at `moonLight 1`) and `misc.w` (hand-over confidence); the per-frame blob is 8800 B (`lighting/moonlight.rs`, `moonlight_hook.wgsl`) | Advanced Graphics → Moonlight, cvar `moonLight` 0..2 (0 = the reference night, bit for bit; Graphics preset Low..Ultra = 1) |
| Ground-effect spells | Flamestrike, Rain of Fire, Consecration, Flare and fire traps light the ground for their duration; frost and nature areas stay dark | `spellLightGain` |
| Volumetric fog | near-field haze that converges on the zone fog colour (clear within 10 yd, full by 150 yd; mistier at dawn and in bad weather, faint indoors; the dawn curve follows the rendered clock, so a manual or capture time sets it; over an ocean a point below sea level is hazed at the sea surface, since water writes no depth) and daytime sun shafts through gaps beyond 10 yd, sampled from the shadow map (never moon shafts: they are gated by daylight; retired while Volumetric Light is on); own fullscreen pass after the main pass (`benilla-app/src/volumetric_fog.rs`) | Advanced Graphics → Volumetric Fog (Off/Low/High), cvar `volumetricFog`, env `WOW_VOLFOG=0\|1\|2` |
| Volumetric light | GFX (volumetric light): shadow-mapped sun and moon shafts. The directional light the shadow rig holds (sun by day, moon at night) is ray-marched along each view ray at HALF resolution: 16 (Medium) or 32 (High) samples, quadratic spacing from 0.35 yd (dense near the eye), a per-pixel interleaved-gradient-noise offset, cascade lookups with the covered-sample mean past the cascades, air thinning with height above the eye (10 yd e-fold, so shafts live under canopies and between buildings rather than in the open sky), a Henyey-Greenstein g = 0.6 phase with a quarter isotropic. A depth-aware 4x4 half-res blur removes the jitter and a depth-aware 2x2 upsample composites it with the fog pass's soft screen curve. Extinction = the volumetric fog density law (dawn mist, weather) x the zone's fog end (350 yd reference, x0.7-2.5); colour = sun diffuse (or the moon tint x moonlight intensity, faint) leaned 35 % toward the zone fog hue. No shafts in WMO interiors. While it is on, the volumetric fog pass retires its own midpoint shafts and keeps only its haze and lamp halos. Three passes after the fog node (`benilla-app/src/volumetric_light.rs` + `.wgsl`); no temporal history. Dev capture levers `WOW_VOLLIGHT_DENSITY/_HEIGHT/_GAIN/_DEBUG` (1 = the in-scatter alone) | Advanced Graphics → Volumetric Light (Off/Medium/High) + Volumetric Light Strength 0..2, cvars `volumetricLight`, `volumetricLightStrength`, env `WOW_VOLLIGHT=0\|1\|2`; Graphics preset Medium = 1, High/Ultra = 2 |
| Sky dithering | a faint screen-space dither in the FFXGlow combine so smooth sky and fog gradients do not band (MONKEY p0; was env-only) | Advanced Graphics → Sky Dithering, cvar `skyDither` 0/1 (default 0, Graphics preset High = 1), env `WOW_DITHER=1` still forces it on; bridge in `benilla-app/src/monkey_gfx.rs` |
| HDR emission and bloom | lit WMO windows, additive models/particles and magma can exceed display white; a soft-capped fullscreen halo is added before the faithful FFX clamp | Advanced Graphics → Bloom (Off/Low/High), cvar `bloom`; Off is the unchanged reference image, suggested High preset value 2 |
| Sky quality | Enhanced: the five Light.dbc sky stops through a smooth monotone curve in linear light (no bands at the rings), a soft sun glow tinted by sun and fog colour (fades at night and under cloud), a procedural star field with twinkle and a faint Milky Way over the stock `Stars.m2`. High adds domain-warped cloud detail and sun-lit clouds (self-shadow, silver lining; technique from WarcraftXL, see `THIRD-PARTY.md`). Classic is the reference sky unchanged | Advanced Graphics → Sky Quality, cvar `skyQuality` 0 Classic / 1 Enhanced / 2 High, env `WOW_SKY_QUALITY` |
| Modern fog | MONKEY (fog): radial distance fog with a gradual exponential curve, a daylight sun lobe, and an end colour shared by the world, WDL hull, sky horizon and volumetric haze. Each zone keeps its authored fog end up to the reference view-distance limit; optional `LightFogBand.dbc` rows provide height, sun and end-fog controls. Interior WMO fog stays classic | Advanced Graphics → Modern Fog, cvar `fogModel` 0 Classic (default) / 1 Modern (High = 1), env `WOW_FOGMODEL=0\|1`; `fog_hook.wgsl`, `lighting/fog_model.rs`, `light/fog_band.rs` |
| Rain on surfaces | MONKEY (wet): rain gradually darkens and saturates exposed terrain and models, adds puddles and a sky/sun sheen, and produces rings on exterior Enhanced water. Wetness rises over roughly 90 seconds and dries over roughly four minutes; MONKEY (rainshelter): a camera-centred rain-occlusion map (128² cells of 0.75 yd, filled by vertical collision rays) keeps ground, walls and water under roofs, porches and bridges dry, with a ~1.5 yd drip margin and a soft edge; tree canopies without colliders do not shelter | Advanced Graphics → Wet Surfaces in Rain, cvar `rainSurfaces` 0/1 (default and High 1), env `WOW_RAIN_SURFACES`, `WOW_WETNESS`, `WOW_WET_T`; `weather/wetness.rs`, `weather/shelter.rs`, `wet_hook.wgsl` |
| Foliage wind | one weather-fed gust/veer field drives grass and classified tree/bush foliage; grass also parts around the player and nearby units | Advanced Graphics → Foliage Wind, cvar `foliageWind` 0 Off / 1 Grass / 2 Grass + Trees (High = 2), plus the slider Foliage Wind Strength, cvar `foliageWindStrength` 0.25..3 (default 1, not on the preset ladder; a gain on the sway, not the parting; a storm adds up to +60 %). Tuning at 1 (fix-wind): grass tips about ±0.2-0.3 yd on a 2.5 s wave with 1.1 s cross flutter, gust bands 55 yd wide rolling downwind; tree crowns about ±0.3 yd (lever-arm weight grows with height to 1.3x at 8.5 yd) on a 4 s sway, 5.5 s side wave, 0.8 s leaf flutter; bent tips dip slightly. capture override `WOW_FOLIAGE_WIND` (dev build + `WOW_CAPTURE` only); field and benders in `benilla-world/src/wind/`. The wave phase is the CPU-integrated travel (speed integrated over time, wrapped seamlessly), and the waves' spatial term uses the fixed profile heading; the veer turns only the bend. Tree exile copies sway through material marker bit 14 (`FOLIAGE_WIND_MARKER`). Capture offset `WOW_CAPTURE_WIND_T` (s). Known: shadow casters (world-shadow proxies, `torch_depth.wgsl`) do not apply the sway, so leaves sample a static shadow; a future world-camera DepthPrepass must call the same offsets |
| Ambient occlusion | soft contact shadows under props, in wall-floor corners and around feet; depth-only SSAO at half resolution (depth-reconstructed normals, 6/12 spiral taps, 4x4 depth-aware blur, bilateral upsample) multiplied into the opaque scene after the opaque pass and before the water copy, so water, particles and UI are untouched; fades out 45-90 yd (Low) / 60-120 yd (High), spares sky and bright pixels; on alpha-tested foliage (a dense window of two-sided depth spikes) the blur widens its depth tolerance and the AO drops 40 %, which removes the leaf grain while planes, silhouettes and contact creases keep full AO (`benilla-app/src/ssao.rs`, `benilla-app/src/shaders/ssao.wgsl`) | Advanced Graphics → Ambient Occlusion (Off/Low/High; default Off, High preset 2), cvar `ambientOcclusion`, env `WOW_AO=0\|1\|2`, `WOW_AO_DEBUG=1..5` diagnostic views (factor, protection, distance, raw occlusion, foliage mask), `WOW_AO_GAIN`/`_RADIUS`/`_BIAS`/`_STRENGTH` tuning |
| Lamp fog | MONKEY (lampfog): the fog fullscreen pass selects the nearest resolved exterior and interior point-table sources and analytically integrates their softened inverse-square light over the camera-to-scene-depth ray. A near-field haze floor makes lamps visible inside the ordinary volumetric haze's 10 yd clear zone; it is zero by day, stronger in rain/fog, and deliberately unshadowed. The table colour already includes intensity, flame flicker and `fireLightGain`. Halo output uses destination headroom and stays below 1.0, so a later bloom pass cannot blow it out | Advanced Graphics → Lamp Fog, cvar `lampFog` 0 Off (default, unchanged) / 1 Low (16 lamps) / 2 High (32 lamps; Graphics preset High = 2), env `WOW_LAMPFOG=0\|1\|2`; `benilla-app/src/volumetric_fog.rs` |
| City window daylight | MONKEY (fix-daylight/integration): a district WMO's oversized window batch (e.g. the Cathedral of Light's stained-glass walls) is split into window-sized daylight apertures, so the nave takes daylight pane by pane. Applies to WMOs loaded after a change | Advanced Graphics → City Window Daylight, cvar `daylightWindowSplit` 0/1 (default 1, the merged behaviour); `benilla-world/src/lighting/daylight.rs` (`set_window_split`), bridge `benilla-app/src/dynamic_interior.rs` |
| Zone skyboxes | the painted sky a zone's `LightParams` names (clear-weather slot, storm slot lerped by the storm blend) for the living, fading in by the Light sphere falloff with the modern client's crossfade (ghost > WMO > zone); extended `LightSkybox.dbc` flags `0x1` day cycle, `0x2` keep sun/moon/stars/clouds, `0x4` fog-colour horizon cone, `0x8` forces the screen-space sun shafts through a low or just-set sun (the sky's weight lifts their daylight fade; `post/sun_shafts.rs`), `0x10` fades the Modern fog's sun-colour lobe out by the sky's weight (`lighting/fog_model.rs`), plus a celestial second model; every skybox now plays its bones, texture transforms, colour and alpha tracks (`benilla-world/src/skybox.rs`, `skybox_anim.rs`, `benilla-formats/src/light/skybox.rs`) | Advanced Graphics → Zone Skyboxes, cvar `zoneSkyboxes` (0 Off default, 1 On; High = 1), env `WOW_ZONE_SKYBOXES=0\|1` |
| Night and interior level | global dimming of the night sky term and of interior ambient | `nightGain`, `interiorGain`, `interiorBakeFloor` |
`zoneSkyboxes = 0` disables only the added living-player zone slot. WMO and ghost skyboxes are
the reference 1.12 slots, so their fidelity fixes remain active in Classic: authored colour and
@@ -61,19 +61,19 @@ every row the lighting ladder owns (`LIGHTING_PRESETS`: both sun lanes, shadow r
room and torch lanes, moon shadows, `waterQuality`, `volumetricFog`, `bloom`, `sunShafts`,
`colorGrading`, `foliageWind`, the fire/spell/lava gains, `nightGain`, `interiorGain`) follows it.
| row | Classic | Low | Medium | High | Ultra |
|---|---|---|---|---|---|
| `lightingQuality` | Off | Low | Medium | High | Ultra |
| `farclip` (Render Distance, yd) | 350 | 350 | 477 | 777 | 1497 |
| `skyQuality` | 0 | 1 | 1 | 2 | 2 |
| `skyDither` | 0 | 1 | 1 | 1 | 1 |
| `fogModel` | 0 | 1 | 1 | 1 | 1 |
| `rainSurfaces` | 0 | 1 | 1 | 1 | 1 |
| `torchTerrainShadows` | 0 | 0 | 0 | 1 | 1 |
| `daylightWindowSplit` | 0 | 1 | 1 | 1 | 1 |
| `ambientOcclusion` | 0 | 0 | 1 | 2 | 2 |
| `zoneSkyboxes` | 0 | 0 | 1 | 1 | 1 |
| `lampFog` | 0 | 0 | 1 | 2 | 2 |
| row | Classic | Low | Medium | High | Ultra |
| ------------------------------- | ------- | --- | ------ | ---- | ----- |
| `lightingQuality` | Off | Low | Medium | High | Ultra |
| `farclip` (Render Distance, yd) | 350 | 350 | 477 | 777 | 1497 |
| `skyQuality` | 0 | 1 | 1 | 2 | 2 |
| `skyDither` | 0 | 1 | 1 | 1 | 1 |
| `fogModel` | 0 | 1 | 1 | 1 | 1 |
| `rainSurfaces` | 0 | 1 | 1 | 1 | 1 |
| `torchTerrainShadows` | 0 | 0 | 0 | 1 | 1 |
| `daylightWindowSplit` | 0 | 1 | 1 | 1 | 1 |
| `ambientOcclusion` | 0 | 0 | 1 | 2 | 2 |
| `zoneSkyboxes` | 0 | 0 | 1 | 1 | 1 |
| `lampFog` | 0 | 0 | 1 | 2 | 2 |
What the lighting rungs set, beyond Off (everything off, gains 1.0) and High (the registered
defaults): Low = character shadows only at a 1024 map, no torch or moon shadows, bloom Low;
@@ -151,17 +151,17 @@ is its own module, documented in `WATER.md`.
it moves). Every `WowLight` mirror (terrain, wow_model, static_gx, liquid, enhanced_water,
wow_effect, wdl) declares it as `monkey: monkey_frame::MonkeyFrame` after `points`:
| row | x | y | z | w |
|---|---|---|---|---|
| `fog_a` | height_fog_density | height_fog_height | height_fog_falloff | curve_blend |
| `fog_b` | sun_fog r | g | b | sun_fog_strength |
| `fog_c` | end_fog r | g | b | end_fog_distance |
| `fog_d` | fog_model (0 classic; Modern = scene fog end in yd) | sun_fog_angle | sun direction octahedral x | y |
| `wind_a` | dir_x | dir_y | base_heading (rad) | gust |
| `wind_b` | travel (yd, wrapped at 4096) | sway_strength | grass_strength | tree_strength |
| `wet_a` | rain_rate | wetness | ripple_time_s | snow |
| `misc` | bender_count | time_of_day 0..1 | night 0..1 | 0 |
| `benders[8]` | world x | world y | world z | radius |
| row | x | y | z | w |
| ------------ | --------------------------------------------------- | ----------------- | -------------------------- | ---------------- |
| `fog_a` | height_fog_density | height_fog_height | height_fog_falloff | curve_blend |
| `fog_b` | sun_fog r | g | b | sun_fog_strength |
| `fog_c` | end_fog r | g | b | end_fog_distance |
| `fog_d` | fog_model (0 classic; Modern = scene fog end in yd) | sun_fog_angle | sun direction octahedral x | y |
| `wind_a` | dir_x | dir_y | base_heading (rad) | gust |
| `wind_b` | travel (yd, wrapped at 4096) | sway_strength | grass_strength | tree_strength |
| `wet_a` | rain_rate | wetness | ripple_time_s | snow |
| `misc` | bender_count | time_of_day 0..1 | night 0..1 | 0 |
| `benders[8]` | world x | world y | world z | radius |
MONKEY (rainshelter): the rain-shelter region follows the MonkeyFrame block (row 549: two
header rows, then 16384 packed `u32` cells, 65568 B; `weather/shelter.rs`), and the prop-probe
@@ -172,6 +172,7 @@ is its own module, documented in `WATER.md`.
direction is a unit vector in world XZ. Lanes write the `MonkeyFrame` resource
(`benilla-world/src/lighting/monkey_frame.rs`); `global_light::pack_monkey_frame` packs it after
the point table and fills `time_of_day` / `night` itself. All zero = no visual change.
- World lights use upstream's `WorldPointLight`, never Bevy's `PointLight`.
- Foliage wind is vertex-only. Tree and leaf shadow meshes stay static; the small mismatch is the
accepted first-stage cost/complexity tradeoff.
+17 -17
View File
@@ -23,23 +23,23 @@ Ported from WarcraftXL (https://github.com/WarcraftXL) by iThorgrim — module <
and gets a row in the table below. Blocks inside a file that port a specific routine also say so
where they stand. Do not remove either.
| Benilla file | WarcraftXL module | Source files | What was taken |
|---|---|---|---|
| `crates/benilla-assets/src/shaders/enhanced_water.wgsl` (DEPTH LOOK block) | `wxl-experimental-water` | `shaders/Surface.ps.hlsl`, `render/Refraction.cpp` | Per-channel Beer-Lambert extinction over the view path through the water column, the body as a lerp from scattered colour to what is behind by the transmittance, normal-bent scene-copy refraction scaled by the water depth (ported) |
| `crates/benilla-assets/src/shaders/enhanced_water.wgsl` (caustics) | `wxl-experimental-water` | `shaders/Surface.ps.hlsl`, `render/Noise.cpp` | Two caustic layers at incommensurate scales and rates, multiplied (ported; our layers are built from animated cell edges, not value noise) |
| `crates/benilla-assets/src/shaders/enhanced_water.wgsl` (HIGH reflections) | `wxl-experimental-water` | `shaders/Surface.ps.hlsl` | Screen-space reflection of the scene copy along an almost-planar normal, masked by the screen edge and by rays turning back toward the eye (principle; ours is a bisected march against the scene depth, not a single probe) |
| `crates/benilla-assets/src/shaders/enhanced_water.wgsl` (beach surf, `on_bed`) | `wxl-experimental-water` | `sea/Shore.hpp`, `shaders/Shore.hlsli` | Shore surf limited by the terrain column, so objects standing in the water never foam (principle) |
| `crates/benilla-assets/src/shaders/enhanced_water.wgsl` (Gerstner crests, High) + `crates/benilla-world/src/liquid/waves.rs` | `wxl-experimental-water` | `shaders/Surface.ps.hlsl`, `sea/Spectrum.*`, `sea/Ocean.*` | Gerstner displacement and fold-driven crest whitecaps; the CPU swimmer sample inverts the same displacement (ported) |
| `crates/benilla-world/src/water_fx/bob.rs` | `wxl-experimental-water` | `world/Ride.cpp` | Visual-only wave riding for swimmers; the authoritative position never moves (principle, implemented independently) |
| `crates/benilla-app/src/post/grading.rs` + `crates/benilla-app/src/post/grading.wgsl` | `wxl-retail-grading` | `Grading.cpp`, `shaders/Grading.ps.hlsl` | 32³ LUT convention, strength control and strip lookup mathematics, with the strip uploaded as a native 3D texture (ported; used with the author's permission, attribution required) |
| `crates/benilla-world/src/shaders/sky_fx.wgsl` | `wxl-retail-clouds` | `Clouds.cpp`, `Clouds.hpp` | Domain-warped billow fbm (quintic value noise, 0.6 cotton blend, 0.55 octave gain) for the cloud detail |
| `crates/benilla-world/src/sky_fx.rs` | `wxl-retail-clouds` | `Clouds.cpp`, `Clouds.hpp` | The High cloud-detail tier and the sun-march inputs it feeds the sky and cloud materials (ported) |
| `crates/benilla-world/src/shaders/cloud.wgsl` | `wxl-retail-clouds` | `Clouds.cpp` | The 3-tap march toward the sun (self-shadow, ambient floor) and the one-tap silver lining |
| `crates/benilla-world/src/clouds/layer.rs` (`update_cloud_fx`) | `wxl-retail-clouds` | `Clouds.cpp` | March direction = the sun projected on the sheet, strength folded by its flatness (noon clouds evenly lit) |
| `crates/benilla-world/src/wind/mod.rs` | `wxl-experimental-wind` | `field/Wind.hpp`, `field/Wind.cpp` | Stateless three-sine gust and veer field, default profile, and weather gain (ported) |
| `crates/benilla-assets/src/shaders/wind_hook.wgsl` | `wxl-experimental-wind` | `grass/GrassWind.hpp`, `grass/GrassWind.cpp` | Two-wave grass sway, gust response, lean, blade phase/variance, distance fade and radial parting (ported; extended to eight benders) |
| `crates/benilla-assets/src/shaders/wow_model.wgsl` (MONKEY wind hook) | `wxl-experimental-wind` | `grass/GrassWind.cpp` | Grass vertex displacement call seam (technique) |
| `crates/benilla-world/src/clutter.rs` (MONKEY wind attributes) | `wxl-experimental-wind` | `grass/GrassWind.cpp` | Per-blade bend weight and per-tuft phase inputs (technique; height replaces WXL's unverified texture-V weight) |
| Benilla file | WarcraftXL module | Source files | What was taken |
| ---------------------------------------------------------------------------------------------------------------------------- | ------------------------ | ---------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `crates/benilla-assets/src/shaders/enhanced_water.wgsl` (DEPTH LOOK block) | `wxl-experimental-water` | `shaders/Surface.ps.hlsl`, `render/Refraction.cpp` | Per-channel Beer-Lambert extinction over the view path through the water column, the body as a lerp from scattered colour to what is behind by the transmittance, normal-bent scene-copy refraction scaled by the water depth (ported) |
| `crates/benilla-assets/src/shaders/enhanced_water.wgsl` (caustics) | `wxl-experimental-water` | `shaders/Surface.ps.hlsl`, `render/Noise.cpp` | Two caustic layers at incommensurate scales and rates, multiplied (ported; our layers are built from animated cell edges, not value noise) |
| `crates/benilla-assets/src/shaders/enhanced_water.wgsl` (HIGH reflections) | `wxl-experimental-water` | `shaders/Surface.ps.hlsl` | Screen-space reflection of the scene copy along an almost-planar normal, masked by the screen edge and by rays turning back toward the eye (principle; ours is a bisected march against the scene depth, not a single probe) |
| `crates/benilla-assets/src/shaders/enhanced_water.wgsl` (beach surf, `on_bed`) | `wxl-experimental-water` | `sea/Shore.hpp`, `shaders/Shore.hlsli` | Shore surf limited by the terrain column, so objects standing in the water never foam (principle) |
| `crates/benilla-assets/src/shaders/enhanced_water.wgsl` (Gerstner crests, High) + `crates/benilla-world/src/liquid/waves.rs` | `wxl-experimental-water` | `shaders/Surface.ps.hlsl`, `sea/Spectrum.*`, `sea/Ocean.*` | Gerstner displacement and fold-driven crest whitecaps; the CPU swimmer sample inverts the same displacement (ported) |
| `crates/benilla-world/src/water_fx/bob.rs` | `wxl-experimental-water` | `world/Ride.cpp` | Visual-only wave riding for swimmers; the authoritative position never moves (principle, implemented independently) |
| `crates/benilla-app/src/post/grading.rs` + `crates/benilla-app/src/post/grading.wgsl` | `wxl-retail-grading` | `Grading.cpp`, `shaders/Grading.ps.hlsl` | 32³ LUT convention, strength control and strip lookup mathematics, with the strip uploaded as a native 3D texture (ported; used with the author's permission, attribution required) |
| `crates/benilla-world/src/shaders/sky_fx.wgsl` | `wxl-retail-clouds` | `Clouds.cpp`, `Clouds.hpp` | Domain-warped billow fbm (quintic value noise, 0.6 cotton blend, 0.55 octave gain) for the cloud detail |
| `crates/benilla-world/src/sky_fx.rs` | `wxl-retail-clouds` | `Clouds.cpp`, `Clouds.hpp` | The High cloud-detail tier and the sun-march inputs it feeds the sky and cloud materials (ported) |
| `crates/benilla-world/src/shaders/cloud.wgsl` | `wxl-retail-clouds` | `Clouds.cpp` | The 3-tap march toward the sun (self-shadow, ambient floor) and the one-tap silver lining |
| `crates/benilla-world/src/clouds/layer.rs` (`update_cloud_fx`) | `wxl-retail-clouds` | `Clouds.cpp` | March direction = the sun projected on the sheet, strength folded by its flatness (noon clouds evenly lit) |
| `crates/benilla-world/src/wind/mod.rs` | `wxl-experimental-wind` | `field/Wind.hpp`, `field/Wind.cpp` | Stateless three-sine gust and veer field, default profile, and weather gain (ported) |
| `crates/benilla-assets/src/shaders/wind_hook.wgsl` | `wxl-experimental-wind` | `grass/GrassWind.hpp`, `grass/GrassWind.cpp` | Two-wave grass sway, gust response, lean, blade phase/variance, distance fade and radial parting (ported; extended to eight benders) |
| `crates/benilla-assets/src/shaders/wow_model.wgsl` (MONKEY wind hook) | `wxl-experimental-wind` | `grass/GrassWind.cpp` | Grass vertex displacement call seam (technique) |
| `crates/benilla-world/src/clutter.rs` (MONKEY wind attributes) | `wxl-experimental-wind` | `grass/GrassWind.cpp` | Per-blade bend weight and per-tuft phase inputs (technique; height replaces WXL's unverified texture-V weight) |
Planned (not yet in the tree): breaker index from `sea/Shore.hpp`, `shaders/Wave.hlsli`.
The lane that ports one adds its row here.
+23 -23
View File
@@ -27,32 +27,32 @@ technique is listed in the table below, and the file is listed in
[`THIRD-PARTY.md`](THIRD-PARTY.md), the one table of every WarcraftXL-derived file across the
fork. Do not remove any of them.
| Technique | Status here | From WarcraftXL |
|---|---|---|
| Visual-only wave riding for swimmers (authoritative position never moves) | shipped (`water_fx/bob.rs`) | same principle as `world/Ride.cpp`, implemented independently |
| Shore surf limited by the TERRAIN column, so objects in the water never foam | shipped (authored depth gate, `on_bed`) | principle from `sea/Shore.hpp` |
| Per-channel extinction + scene-copy refraction | shipped (`enhanced_water.wgsl` DEPTH LOOK; bent samples landing on anything in front of the water are refused via the scene depth) | ported from `shaders/Surface.ps.hlsl`, `render/Refraction.cpp` |
| Caustics, two layers at incommensurate scales/rates | shipped (floor web; built from animated cell edges, not value noise) | ported from `shaders/Surface.ps.hlsl`, `render/Noise.cpp` |
| Screen-space reflection of the scenery | shipped on `High` (a bisected march against the scene depth, not WXL's single probe) | principle from `shaders/Surface.ps.hlsl` |
| Gerstner trains + breaker index, crest-fold foam | planned | `sea/Spectrum.*`, `sea/Shore.hpp`, `shaders/Wave.hlsli` |
| Specular lobe widened by the normal's screen derivative, distance glints | shipped / planned | `shaders/Surface.ps.hlsl` |
| Technique | Status here | From WarcraftXL |
| ---------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------- |
| Visual-only wave riding for swimmers (authoritative position never moves) | shipped (`water_fx/bob.rs`) | same principle as `world/Ride.cpp`, implemented independently |
| Shore surf limited by the TERRAIN column, so objects in the water never foam | shipped (authored depth gate, `on_bed`) | principle from `sea/Shore.hpp` |
| Per-channel extinction + scene-copy refraction | shipped (`enhanced_water.wgsl` DEPTH LOOK; bent samples landing on anything in front of the water are refused via the scene depth) | ported from `shaders/Surface.ps.hlsl`, `render/Refraction.cpp` |
| Caustics, two layers at incommensurate scales/rates | shipped (floor web; built from animated cell edges, not value noise) | ported from `shaders/Surface.ps.hlsl`, `render/Noise.cpp` |
| Screen-space reflection of the scenery | shipped on `High` (a bisected march against the scene depth, not WXL's single probe) | principle from `shaders/Surface.ps.hlsl` |
| Gerstner trains + breaker index, crest-fold foam | planned | `sea/Spectrum.*`, `sea/Shore.hpp`, `shaders/Wave.hlsli` |
| Specular lobe widened by the normal's screen derivative, distance glints | shipped / planned | `shaders/Surface.ps.hlsl` |
## What it does
| Lane | What you see | Main switch |
|---|---|---|
| Quality tiers | `Classic` = the reference water, `Enhanced`, `High` (= Enhanced + scenery reflections) | Video options → Water Quality, cvar `waterQuality`, env `WOW_WATER=0\|1\|2` |
| Procedural waves | multi-band analytic waves with exact normals; the long swell moves ocean vertices | tier |
| Open-sea whitecaps | High adds Gerstner crest gathering and fold-thresholded foam; calm canals remain clear. The fold mask adds the next two wave bands, a slow domain-warped gust field moves the break threshold and calms patches, and ~6 yd segments break each crest into short runs, so the caps do not form a lattice (`whitecap_fold`, `enhanced_water.wgsl`) | tier |
| Near mesh refinement | High builds a transient 4x liquid lattice within 64 yd, with an 80 yd release ring | tier |
| Ocean / inland profiles | the sea and lakes/rivers have their own colour, energy and reflectivity | tier |
| WMO pools | exterior canals use a calm drifting profile with outdoor glints; interiors use their authored MOMT colour and room-fog reflection | tier |
| Depth look | light fades per channel over the real path through the water; the bed is seen through it, bent by the waves; sunlit shallows carry a caustic web | tier |
| Reflection and glints | Fresnel sky reflection from the zone's sky rows, sun path, moon path, point-light glints | tier |
| Beach surf | a travelling wave front, a lace of foam that dissolves behind it, a swash sheet on the sand | tier |
| Swimmers | wake foam, treading rings and a visual-only bob with the swell | tier |
| Lava glow | magma surfaces emit warm point lights through the lighting module | Advanced Graphics → Lava Glow, `lavaLightGain` |
| Lava HDR | magma partially resists distance fog and feeds the screen-space halo | Advanced Graphics → Bloom, `bloom` (Off/Low/High) |
| Lane | What you see | Main switch |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | --------------------------------------------------------------------------- |
| Quality tiers | `Classic` = the reference water, `Enhanced`, `High` (= Enhanced + scenery reflections) | Video options → Water Quality, cvar `waterQuality`, env `WOW_WATER=0\|1\|2` |
| Procedural waves | multi-band analytic waves with exact normals; the long swell moves ocean vertices | tier |
| Open-sea whitecaps | High adds Gerstner crest gathering and fold-thresholded foam; calm canals remain clear. The fold mask adds the next two wave bands, a slow domain-warped gust field moves the break threshold and calms patches, and ~6 yd segments break each crest into short runs, so the caps do not form a lattice (`whitecap_fold`, `enhanced_water.wgsl`) | tier |
| Near mesh refinement | High builds a transient 4x liquid lattice within 64 yd, with an 80 yd release ring | tier |
| Ocean / inland profiles | the sea and lakes/rivers have their own colour, energy and reflectivity | tier |
| WMO pools | exterior canals use a calm drifting profile with outdoor glints; interiors use their authored MOMT colour and room-fog reflection | tier |
| Depth look | light fades per channel over the real path through the water; the bed is seen through it, bent by the waves; sunlit shallows carry a caustic web | tier |
| Reflection and glints | Fresnel sky reflection from the zone's sky rows, sun path, moon path, point-light glints | tier |
| Beach surf | a travelling wave front, a lace of foam that dissolves behind it, a swash sheet on the sand | tier |
| Swimmers | wake foam, treading rings and a visual-only bob with the swell | tier |
| Lava glow | magma surfaces emit warm point lights through the lighting module | Advanced Graphics → Lava Glow, `lavaLightGain` |
| Lava HDR | magma partially resists distance fog and feeds the screen-space halo | Advanced Graphics → Bloom, `bloom` (Off/Low/High) |
Rivers deliberately have NO flow effect: a derived current was tried and removed at the owner's
request. If it ever returns it should read the authored MCLQ flow records, not derive one.
+41 -15
View File
@@ -12,7 +12,12 @@ workspace = true
# `dev` compiles in the instruments; the player build (`scripts/gates.sh`) has no defaults.
default = ["dev"]
# The asset, format and world crates default `dev` on, so they come in without it, forwarded here.
dev = ["benilla-assets/dev", "benilla-formats/dev", "benilla-world/dev", "dep:bevy_egui"]
dev = [
"benilla-assets/dev",
"benilla-formats/dev",
"benilla-world/dev",
"dep:bevy_egui",
]
tracy = ["bevy/trace_tracy"]
# Writes every system's per-run span to `trace-<ts>.json` in the cwd.
trace_chrome = ["bevy/trace_chrome"]
@@ -52,7 +57,12 @@ cosmic-text = "0.16"
# `cosmic-text`'s font database, named by `ui_text`; must stay the version it depends on.
fontdb = "0.23"
# The mixer. Its `cpal` backend stays off on every target: `sound::output` is our own backend.
kira = { version = "0.12", default-features = false, features = ["mp3", "wav", "pcm", "adpcm"] }
kira = { version = "0.12", default-features = false, features = [
"mp3",
"wav",
"pcm",
"adpcm",
] }
# Aborts a debug build on an allocation in the audio IO callback or render pass; off in release.
assert_no_alloc = "1.1"
# `MediaSource`: our source raises kira's decode thread's QoS; must stay kira's version.
@@ -72,21 +82,34 @@ smithay-clipboard = "0.7"
# A native NSCursor: winit's cursor rects revert to the arrow under a continuous render loop.
[target.'cfg(target_os = "macos")'.dependencies]
# The audio device layer (`sound::output::coreaudio`), at the versions and features cpal uses.
coreaudio-rs = { version = "0.13", default-features = false, features = ["audio_unit", "core_audio"] }
objc2-core-audio = { version = "0.3", default-features = false, features = ["std", "AudioHardware"] }
objc2-core-audio-types = { version = "0.3", default-features = false, features = ["std", "CoreAudioBaseTypes"] }
coreaudio-rs = { version = "0.13", default-features = false, features = [
"audio_unit",
"core_audio",
] }
objc2-core-audio = { version = "0.3", default-features = false, features = [
"std",
"AudioHardware",
] }
objc2-core-audio-types = { version = "0.3", default-features = false, features = [
"std",
"CoreAudioBaseTypes",
] }
objc2 = "0.5"
objc2-app-kit = { version = "0.2", features = [
"NSApplication",
"NSResponder",
"NSRunningApplication",
"NSWindow",
"NSView",
"NSImage",
"NSCursor",
"NSEvent",
"NSApplication",
"NSResponder",
"NSRunningApplication",
"NSWindow",
"NSView",
"NSImage",
"NSCursor",
"NSEvent",
] }
objc2-foundation = { version = "0.2", features = [
"NSArray",
"NSData",
"NSGeometry",
] }
objc2-foundation = { version = "0.2", features = ["NSArray", "NSData", "NSGeometry"] }
# The audio device layer off macOS (`sound::output::cpal`); on macOS cpal cannot rebuild on a
# lost default device and drops the IO-cycle timestamp.
@@ -95,7 +118,10 @@ cpal = "0.17"
# Windows CPU clocks for `perf::clock`.
[target.'cfg(windows)'.dependencies]
windows-sys = { version = "0.59", features = ["Win32_Foundation", "Win32_System_Threading"] }
windows-sys = { version = "0.59", features = [
"Win32_Foundation",
"Win32_System_Threading",
] }
# The login cycle's fake realmd runs the server half of SRP6 (`net::io::cycle_tests`).
[dev-dependencies]
@@ -572,7 +572,9 @@ fn group_names(bytes: &[u8]) -> Vec<Option<String>> {
let (Some(mogn), Some(mogi)) = (mogn, mogi) else {
return Vec::new();
};
mogi.as_chunks::<32>().0.iter()
mogi.as_chunks::<32>()
.0
.iter()
.map(|r| {
let off = i32::from_le_bytes(r[28..32].try_into().unwrap());
let off = usize::try_from(off).ok()?;
+9 -9
View File
@@ -32,15 +32,15 @@ image = { version = "0.25", default-features = false, features = ["png"] }
# macOS AppKit calls, at `benilla-app`'s pins so the graph has one objc2.
[target.'cfg(target_os = "macos")'.dependencies]
objc2-app-kit = { version = "0.2", features = [
# `bgwin`'s Accessory demotion and window ordering, and `modkeys`' modifier read.
"NSApplication",
"NSEvent",
# `mac_quit` walks the default menu bar to re-point the Quit item.
"NSMenu",
"NSMenuItem",
"NSResponder",
"NSRunningApplication",
"NSWindow",
# `bgwin`'s Accessory demotion and window ordering, and `modkeys`' modifier read.
"NSApplication",
"NSEvent",
# `mac_quit` walks the default menu bar to re-point the Quit item.
"NSMenu",
"NSMenuItem",
"NSResponder",
"NSRunningApplication",
"NSWindow",
] }
# `MainThreadMarker`, for the AppKit calls above.
objc2-foundation = "0.2"
+2 -2
View File
@@ -63,7 +63,7 @@ out of scope is closed with the reason.
rebuild after a branch switch or a `git clean` from cache instead of recompiling it.
`scripts/check.sh`, `scripts/gates.sh` and `scripts/smoke.sh` use it automatically when it is on
`PATH`; for the play loop, `. scripts/sccache.sh && cargo play`, or `scripts/sccache.sh cargo
play`, wraps one command. Without it a clone builds exactly as before; an existing `RUSTC_WRAPPER`
play`, wraps one command. Without it a clone builds exactly as before; an existing `RUSTC_WRAPPER`
wins and `BENILLA_NO_SCCACHE=1` skips it. It does not wrap the C compiler, so the vendored Lua
build is not cached by it.
- **A 1.12.1 install of your own.** `WOW_DATA=<its Data folder>`, or a `WoW` link at the repo
@@ -90,7 +90,7 @@ out of scope is closed with the reason.
it cannot pass. `WOW_NOSOUND=1` runs silent. A capture (`WOW_CAPTURE`) is both, and a rig
(`WOW_RIG`) is unattended. `WOW_ALLOW_ACCOUNT=1` overrides the account guard.
- On vmangos, `WOW_RIG="tauren druid 60 gear:heal-preraid-bis spec:heal-preraid-bis
at:ThunderBluff"` finds or creates that character on the account and applies the server's
at:ThunderBluff"` finds or creates that character on the account and applies the server's
premade sets (`WOW_RIG="gear:?"` lists them). `WOW_PROBE_CHAT="<command>"` sends one GM
command and logs the reply as `net: server says`. An account named `probe` and digits is
shielded: every world entry sends `.cheat god on`, `.die` clears it for a death test, and
+1 -1
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@@ -67,7 +67,7 @@ comment naming the reference fact and why we differ. Anything else is a fork.
## Gates
- **The land gates**: `cargo fmt --all -- --check`, `cargo clippy --workspace --all-targets
-- -D warnings`, `cargo test --workspace`, the doc-link and render-pass lints, the player
-- -D warnings`, `cargo test --workspace`, the doc-link and render-pass lints, the player
build without the `dev` feature with its own tests, and the engine boot checks, as
`scripts/gates.sh`. It runs on the tree that lands, before it lands; it is memoized on the
tree. The tests that read the install or the addon corpus skip where the data is absent, and
+4 -4
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@@ -20,11 +20,11 @@ carry type `lod`. The table answers "is this a 1.12 name?", not "was this name l
The `origin` column says whose job it is to provide the name, attributed by its definition site in
the complete 1.12 shipped-UI corpus:
| origin | count | meaning |
|---|---|---|
| `engine` | 1,104 | the C client provides it; benilla implements these in Rust |
| origin | count | meaning |
| ---------- | ------ | ------------------------------------------------------------------------------------------------------- |
| `engine` | 1,104 | the C client provides it; benilla implements these in Rust |
| `framexml` | 20,427 | the shipped UI defines it; the stock files run off the player's own install (`ui_script::reference_ui`) |
| `lua` | 24 | Lua 5.0's own runtime |
| `lua` | 24 | Lua 5.0's own runtime |
The `framexml` bulk is UI objects, `ContainerFrame1Item16IconTexture` and its 11,000 siblings,
which materialize from the XML and are nobody's to implement. The number that matters for the API