Files
benilla-octo/crates/benilla-app/src/shaders.rs
T
pkuzicandClaude Opus 4.8 3c33fd7117 MONKEY: split shadows into independent character + world lanes
Rework the realtime shadow feature into two INDEPENDENT, plug-and-play
modules over one shared rig, plus alpha-tested foliage:

- character_shadow.rs (was player_shadow.rs): owns the shared rig — one
  directional "sun" on private layer 31, the camera-layer plumbing, the
  shadow map, the invisible proxy material — and the per-frame CHARACTER
  lane. The rig lights up whenever EITHER lane is on.
- world_shadow.rs (NEW, self-contained): the WORLD lane — the retained
  static_gx world (trees + buildings, cast solid) and alpha-tested foliage
  (leaf canopies, one caster per leaf texture). Removing the feature is
  deleting this module + its two calls + the cvar.

Two separate cvars, each on its own Options row: `characterShadows`
(players/NPCs/creatures/mounts, replacing the oval blob) and `worldShadows`
(the static world + foliage, and MCSH terrain-shadow suppression). Either
alone drives the shared sun; the per-frame entity caster admits Creature
parts under characterShadows and entity-resident environment under
worldShadows.

Alpha-tested foliage caster (leaf-shaped canopy shadows): a
CutoutShadowCasterMaterial (AlphaMode::Mask + an explicit prepass fragment,
shadow_caster_cutout_prepass.wgsl) samples the leaf sheet and discards
transparent texels in the directional-shadow pass, so a canopy casts its
leaves instead of a solid box. Grouped one caster per leaf texture;
StaticGx::collect_cutout_shadow_triangles buckets by AssetId and reuses the
foliage's own image handle so the sampler inherits the correct clamp mode.

MCSH terrain-shadow suppression now keys on the WORLD lane only (packed into
the free sh_c16.w light lane via a new WorldShadowActive resource), not on
the mere presence of a shadow sun — so character-only shadows leave the
world's baked shadows intact. blob_shadow now hides the oval on
characterShadows, not worldShadows.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-03 15:56:34 +01:00

67 lines
3.2 KiB
Rust

//! **The game's WGSL, compiled into the binary** (decision 1175).
//!
//! The five shaders under `src/shaders/` draw the *game's* own surface — the UI quad lane, the
//! glue screen's additive pass, and the three gamma passes. 1171 moved them out of the engine's
//! asset root and into this crate; 1175 stops serving them from a directory at all.
//!
//! They used to reach the asset server through a `game://` source registered with
//! `concat!(env!("CARGO_MANIFEST_DIR"), "/assets")` — the build machine's source tree, baked into
//! the binary. `embedded_asset!` keeps 1171's line (it is per-crate by construction) and drops the
//! path: the interface cannot go missing because there is nothing to miss.
//!
//! The registration lives here, at the root of `src/`, for the path-arithmetic reason spelled out
//! in `benilla_world::shaders` — the macro does not normalize, so a call from a submodule would
//! bake that submodule's directory into the served path.
use bevy::prelude::*;
/// Compile the game's five WGSL files in and register them under
/// `embedded://benilla_app/shaders/…`. Runs before anything can ask for one — added with the
/// client's other plugins, after `DefaultPlugins` has created the registry it fills.
pub(crate) fn plugin(app: &mut App) {
bevy::asset::embedded_asset!(app, "shaders/ui_quad.wgsl");
bevy::asset::embedded_asset!(app, "shaders/ui_add.wgsl");
bevy::asset::embedded_asset!(app, "shaders/ui_gamma.wgsl");
bevy::asset::embedded_asset!(app, "shaders/ui_node_gamma.wgsl");
bevy::asset::embedded_asset!(app, "shaders/ui_slice_gamma.wgsl");
bevy::asset::embedded_asset!(app, "shaders/shadow_caster.wgsl");
bevy::asset::embedded_asset!(app, "shaders/shadow_caster_cutout_prepass.wgsl");
}
#[cfg(test)]
mod tests {
use bevy::asset::io::AssetSourceId;
use bevy::prelude::*;
/// The game's twin of `benilla_world::shaders`' test — see it for why the path is read back
/// rather than reasoned about, and why the loop is driven off the directory listing.
#[test]
fn every_game_shader_answers_at_its_embedded_path() {
let mut app = App::new();
app.add_plugins(bevy::asset::AssetPlugin::default());
app.add_plugins(super::plugin);
let server = app.world().resource::<AssetServer>();
let source = server.get_source(AssetSourceId::from("embedded")).unwrap();
let dir = concat!(env!("CARGO_MANIFEST_DIR"), "/src/shaders");
let mut found = 0;
for entry in std::fs::read_dir(dir).unwrap() {
let name = entry.unwrap().file_name().to_string_lossy().into_owned();
if !name.ends_with(".wgsl") {
continue;
}
found += 1;
let path = format!("benilla_app/shaders/{name}");
let read = bevy::tasks::block_on(async {
source.reader().read(std::path::Path::new(&path)).await
});
assert!(
read.is_ok(),
"embedded://{path} does not resolve — {name} is on disk but not registered in \
`shaders::plugin`, or was registered from a file that is not directly under src/"
);
}
assert_eq!(found, 7, "the game's shader set changed size");
}
}