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@@ -233,6 +233,9 @@ HORIZON_HD_TAA=0 --out run-home-bench/out/taa-off` — A/B; `--baseline run-home
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| #68: шум облаков по Y — от низа слоя, а не от камеры; шкалы тумана 170→128, дыма 22→32, луж 0.45/1.3→0.5/1.25 делят период обёртки 65536/256; тест `noise_scales_divide_the_camera_wrap` | готово | в рабочем дереве форка |
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| #70: `Game::sky_darken` — всегда реальное время мира (ИИ, спавн, блоки, статистика); `shown_sky_darken` (время реплея) — только тени сущностей и свет глаза; небо/луна/цвета остаются по показанному времени | готово (собрано, игровой проверки день/ночь реплея нет) | в рабочем дереве форка |
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| Объёмный дым и следы ракет (#54, п. 8 плана): API уровня 14 `render.set-smoke`, сетка дыма 128×64×128 по 3 блока (`gfx/hd/smoke.rs`, `smoke_grid.wgsl`), марш в проходе тумана, «туннель» в тумане и облаках, `HORIZON_HD_SMOKE=0`; мод: `airdef-mod/src/smoke.rs` (следы дронов и ракет, колонны над пожарами, дым взрывов) | готово, в рабочем дереве форка; вид не настраивался (см. «Дым и следы») | не закоммичено |
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| Цветные тени (план 6): ближний каскад без листвы в глубине + карта цвета 1024² (`Rgba16Float`, `shadow_tint_pass`): стекло/лёд умножают свет на цвет, листва пропускает ×0.55 зелёного; в альфе расстояние до источника света (min-blend); `fs_light` берёт 8 отсчётов (`shadow_tint`); `HORIZON_HD_COLOR_SHADOW=0` — выкл. | готово; радуга от цветного стекла видна в игре, листва — слабым зеленоватым пятном; без A/B с выключенным | в рабочем дереве форка |
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| Рябь от дождя на воде (остаток плана 7): кольца в сетке 1.6 блока (`ripple_gradient`, `water.wgsl`), уровень дождя в `sky_extra.w`; `HORIZON_HD_RAIN_RIPPLES=0` — выкл. | готово; в игре едва различимы дуги в бликах (частицы дождя закрывают), не настраивалось | в рабочем дереве форка |
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| Motion blur и DoF кинокамеры (план 9): `gfx/hd/film.rs` + `film.wgsl`, проход после TAA, только при `film_quality()`; `HORIZON_HD_MOTION_BLUR=0`, `HORIZON_HD_DOF=0`, `HORIZON_HD_DOF_FOCUS`, `HORIZON_HD_DOF_STRENGTH`, `HORIZON_HD_FILM_QUALITY=1` (принудительно, для проб) | DoF виден в игре (до правки стоил 14–17 мс); motion blur в игре не подтверждён; правка стоимости DoF (планарная глубина, 24 отсчёта, радиус 0.7%) собрана и прошла тесты, но глазами не проверена | в рабочем дереве форка |
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## План (по порядку) и ТЗ
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@@ -253,10 +256,10 @@ HORIZON_HD_TAA=0 --out run-home-bench/out/taa-off` — A/B; `--baseline run-home
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4. **Объёмные облака** — СДЕЛАНО (патч 24, см. «Закат, облака и туман»). Перистые и облака в воде сделаны (см. «Облака, перистые, туман по рельефу»).
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5. **Блики и материалы** — СДЕЛАНО (см. «Материалы, мокрое, ветер»). Исходное ТЗ: specular солнца для металла техники (маска по оверлею/альбедо или атрибут модели из
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мода), мокрые поверхности и лужи в дождь.
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6. **PCSS** (мягкость тени по расстоянию до тенеотбрасывателя) и цветные тени через стекло/листву.
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7. **Ветер** — СДЕЛАНО (рябь от дождя на воде осталась). Исходное ТЗ: листвы/травы (вершинный шейдер террейна по типу блока), рябь от дождя.
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6. **PCSS** и цветные тени через стекло/листву — СДЕЛАНО (см. «Цветные тени, рябь, кино-пост»). Не сделано: цвет в лучах тумана и в тени под водой, цветная тень дальнего каскада.
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7. **Ветер** и рябь от дождя — СДЕЛАНО. Исходное ТЗ: листвы/травы (вершинный шейдер террейна по типу блока), рябь от дождя.
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8. **Объёмный дым** пожаров и взрывов, принимающий свет и тени (сейчас дым — в `effects.wgsl`, без теней).
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9. Опционально: motion blur, DoF (для кинокамеры повторов).
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9. Motion blur, DoF для кинокамеры — СДЕЛАНО в коде (см. ниже), проверено частично.
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10. **RT-пресет**: `wgpu` `EXPERIMENTAL_RAY_QUERY` (Vulkan/DX12/Metal M3+), BLAS по секциям, ray-query тени и
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отражения, затем GI. Отдельный пресет, HD остаётся.
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@@ -364,3 +367,10 @@ HORIZON_HD_TAA=0 --out run-home-bench/out/taa-off` — A/B; `--baseline run-home
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- **Захват** (`render.capture-start/stop/status`, `game/film.rs`, `Renderer::capture_*`): часы игры идут ровно `1/fps` секунды за кадр (тики, интерполяция, `tick` мода), кадр копируется с GPU через очередь из ≤3 буферов и уходит в поток-писатель → `ffmpeg` (libx264, иначе h264_videotoolbox; иначе PNG-последовательность). Звук: микшер OpenAL-подобный (`audio.rs`) работает офлайн (`film_begin/film_mix`), слышны только звуки мода, ориентация — по камере; дорожка вмуксивается AAC. После склейки рисуются `warmup` кадров без записи, чтобы сошлись TAA и объёмы. Размер: offscreen-игра ресайзится, окно просится (`request_inner_size`).
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- Мод-HUD (`set-hud`) теперь рисуется и при `set-main-view` (титры, леттербокс фильма); ванильный HUD по-прежнему скрыт.
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- Режиссура: `airdef-mod/src/film.rs` (план по записи, варианты ракурсов, проверка рельефа по высотам `Ground::land_state`, ускорение/замедление времени).
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## Цветные тени, рябь, кино-пост: что знать преемнику
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- **Цветные тени.** Ближний каскад (c = 0) рисуется `fs_shadow_near` (листва `MAT_LEAVES` отброшена), потом проход `hd shadow colour` (`Hd::shadow_tint_pass`, цель `Shadows::tint`, очистка в белое) рисует листву (`shadow_tint_leaves`, твёрдые квады, `SHADOW_SOLID`) и полупрозрачные квады секций (`shadow_tint_glass`, по отсортированным индексам; вода не рисуется) тем же `fs_shadow_tint`: rgb умножаются (blend `Dst*src`), альфа = `(расстояние от света − 320)/160` с blend Min — ближайший такой квад. Приёмник в `shadow_tint` (`light.wgsl`, привязка 22) окрашивается, если квад ближе к свету, чем он; 8 точек Vogel радиусом 0.4 блока размывают листву в «пятна». Дальний каскад по-прежнему рисует листву полностью (на границе 36 блоков шов: ближе листва светлее). Цвет не доходит до лучей тумана, воды и дальнего каскада. Цена: `hd shadow colour` 0.25–0.35 мс (Mac, малая сцена).
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- **Рябь.** `ripple_gradient` берёт часы воды (`water.y`, часы фильма): частоты — целые циклы на 600 с, сетка 160 клеток на 256 блоков, поэтому рисунок не прыгает на обороте. Гаснет по размеру пикселя, только под открытым небом (`nt.a`). Амплитуда 0.012 не подбиралась.
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- **Кино-пост.** `Hd::film` между `taa` и `finish` (`HdSource::Film`), только при `film_quality()`; цели создаются при первом фильме. Motion blur — только от движения камеры (глубина + `prev_view_proj`, затвор 180°, мёртвая зона 1–2.5 px из-за джиттера; движущиеся объекты не размываются; нет после склейки/телепорта: `taa.w`). DoF — диск 24 отсчёта, фокус авто (гармоническое среднее 9 глубин у центра) или `HORIZON_HD_DOF_FOCUS`. Детерминизм: единственное время в шейдере — `water.y` (часы фильма) для шума. Проверять на реальном фильме `/airdef replay film`; `HORIZON_HD_FILM_QUALITY=1` принудительно включает качество фильма для проб. DoF в игре был слишком сильным и дорогим; параметры уменьшены без повторного снимка. Motion blur на снимке (поворот 40° за 1.5 с) не разобран.
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- Из Photon (MIT) ничего нового не переносилось: THIRD_PARTY_PHOTON.md не менялся.
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@@ -1,7 +1,7 @@
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From 3de7a6875140a107e28563cc44489b55f5794517 Mon Sep 17 00:00:00 2001
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From: chexit <chexit@duck.com>
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Date: Wed, 28 Oct 2026 12:37:45 +0300
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Subject: [PATCH 01/33] Mod API (AirDef fork): world models, client particles,
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Subject: [PATCH 01/34] Mod API (AirDef fork): world models, client particles,
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sounds, ground heights
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render.set-models draws block models with an interpolated pose per id;
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@@ -1,7 +1,7 @@
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From a6d64e6415bf618539af464e521091e72b72d72f Mon Sep 17 00:00:00 2001
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From: chexit <chexit@duck.com>
|
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Date: Wed, 28 Oct 2026 12:39:45 +0300
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Subject: [PATCH 02/33] cargo-horizon-mod: report particles and sounds
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Subject: [PATCH 02/34] cargo-horizon-mod: report particles and sounds
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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---
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@@ -1,7 +1,7 @@
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From ee79b3562feebe51959a01f1585a9e85bd53ccb5 Mon Sep 17 00:00:00 2001
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From: chexit <chexit@duck.com>
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Date: Wed, 28 Oct 2026 13:33:10 +0300
|
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Subject: [PATCH 03/33] Mod API (AirDef fork): full-screen post pass for mods
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Subject: [PATCH 03/34] Mod API (AirDef fork): full-screen post pass for mods
|
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render.set-post compiles a mod's WGSL after a prelude (camera matrices,
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time, 256 vec4 of params, the world's colour and depth) and runs it after
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@@ -1,7 +1,7 @@
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From 2b137dbbedd540daeebc7f5e387847aeb56a1355 Mon Sep 17 00:00:00 2001
|
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From: chexit <chexit@duck.com>
|
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Date: Wed, 28 Oct 2026 22:09:30 +0300
|
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Subject: [PATCH 04/33] Mod models: draw far models as scaled impostors past
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Subject: [PATCH 04/34] Mod models: draw far models as scaled impostors past
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the far plane, cull at 4096
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---
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@@ -1,7 +1,7 @@
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From c8ebca6e0af68630e65211844b34d25c5b985c03 Mon Sep 17 00:00:00 2001
|
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From: chexit <chexit@duck.com>
|
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Date: Wed, 28 Oct 2026 22:31:00 +0300
|
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Subject: [PATCH 05/33] Mod cameras: render.set-views draws the world from
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Subject: [PATCH 05/34] Mod cameras: render.set-views draws the world from
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other points into pictures that HUD view shapes show (API level 9)
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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|
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@@ -1,7 +1,7 @@
|
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From 8d2261fc4f8072c32e454139cfea7a8c0cd9d664 Mon Sep 17 00:00:00 2001
|
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From: chexit <chexit@duck.com>
|
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Date: Wed, 28 Oct 2026 23:08:21 +0300
|
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Subject: [PATCH 06/33] Mods: more fuel per tick and per event (AirDef plans
|
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Subject: [PATCH 06/34] Mods: more fuel per tick and per event (AirDef plans
|
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raids)
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
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|
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@@ -1,7 +1,7 @@
|
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From 6c548de34def8e4a624d734243418090798bd16a Mon Sep 17 00:00:00 2001
|
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From: chexit <chexit@duck.com>
|
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Date: Wed, 28 Oct 2026 23:25:29 +0300
|
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Subject: [PATCH 07/33] Mod cameras up to 1920x1080 (full-screen replays)
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Subject: [PATCH 07/34] Mod cameras up to 1920x1080 (full-screen replays)
|
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|
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
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---
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|
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@@ -1,7 +1,7 @@
|
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From 9b9e93269d67401cc620567a884d5ce97f68d76e Mon Sep 17 00:00:00 2001
|
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From: chexit <chexit@duck.com>
|
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Date: Thu, 29 Oct 2026 11:15:11 +0300
|
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Subject: [PATCH 08/33] Mod cameras: distant terrain tiles, fog measured from
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Subject: [PATCH 08/34] Mod cameras: distant terrain tiles, fog measured from
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the camera, no impostors while one is shown
|
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|
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
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|
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@@ -1,7 +1,7 @@
|
||||
From 065d9fa02966238a5bd9ff460392a1a809db0b11 Mon Sep 17 00:00:00 2001
|
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From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 11:25:45 +0300
|
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Subject: [PATCH 09/33] Mods: game.world-id, so mods keep state per world (API
|
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Subject: [PATCH 09/34] Mods: game.world-id, so mods keep state per world (API
|
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level 9)
|
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|
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
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From 1bf28135fd9a31f837323dc3a8d81ed73343d816 Mon Sep 17 00:00:00 2001
|
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From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 12:01:08 +0300
|
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Subject: [PATCH 10/33] cargo-horizon-mod: trial runs behind feature full, so a
|
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Subject: [PATCH 10/34] cargo-horizon-mod: trial runs behind feature full, so a
|
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packing-only tool skips wasmtime
|
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|
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
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From 0a56f5616df4699588cbcc529d4720661baa810f Mon Sep 17 00:00:00 2001
|
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From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 13:18:43 +0300
|
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Subject: [PATCH 11/33] HD lighting: G-buffer pass, per-pixel mod point lights
|
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Subject: [PATCH 11/34] HD lighting: G-buffer pass, per-pixel mod point lights
|
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in HDR, bloom and tone curve; render.set-lights and render.set-lighting (API
|
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level 10)
|
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|
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|
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@@ -1,7 +1,7 @@
|
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From 9ebf0031fe9ba6b7f02afb26e4fd3a1ba4ddb0d0 Mon Sep 17 00:00:00 2001
|
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From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 13:59:43 +0300
|
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Subject: [PATCH 12/33] HD lighting stage 2: sun and moon shadow cascades, the
|
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Subject: [PATCH 12/34] HD lighting stage 2: sun and moon shadow cascades, the
|
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world relit (sun by face angle and shadow, sky and block light through the
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lightmap), light shafts and halos, fog over it again, a light colour grade
|
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|
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|
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@@ -1,7 +1,7 @@
|
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From 7a5a38f68923aec62f10bfa0df50b436474ed612 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 16:19:53 +0300
|
||||
Subject: [PATCH 13/33] HD: bind groups cached until a resize or a new source,
|
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Subject: [PATCH 13/34] HD: bind groups cached until a resize or a new source,
|
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shadow passes draw only the entities that cast shadows
|
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|
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 8020811e57d4b5a9ea1cd72d30ce859dc5095d35 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 16:25:44 +0300
|
||||
Subject: [PATCH 14/33] HD: lights culled per 16x16 tile (surface and halo
|
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Subject: [PATCH 14/34] HD: lights culled per 16x16 tile (surface and halo
|
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lists built on the CPU), a naga test for the lighting shaders
|
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|
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 72d3fddfea329e578162656151350f0aa2efd323 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 16:43:36 +0300
|
||||
Subject: [PATCH 15/33] HD: GPU time per pass in the F3 timing list,
|
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Subject: [PATCH 15/34] HD: GPU time per pass in the F3 timing list,
|
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half-resolution GTAO with a depth-aware blur
|
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|
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
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|
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@@ -1,7 +1,7 @@
|
||||
From 1fd83a821bf270879d8ece5aa583f200ed920d89 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 17:02:02 +0300
|
||||
Subject: [PATCH 16/33] HD: shadows draw only sun-facing quads and skip buried
|
||||
Subject: [PATCH 16/34] HD: shadows draw only sun-facing quads and skip buried
|
||||
sections, the far cascade every second frame; TAA (Halton jitter,
|
||||
reprojection by depth, YCoCg variance clipping) before bloom
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 1502d359d599228fe0f44ce6b99a3fded2ac5ea0 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 17:02:02 +0300
|
||||
Subject: [PATCH 17/33] Mods: model handles (render.model-id, model-generation,
|
||||
Subject: [PATCH 17/34] Mods: model handles (render.model-id, model-generation,
|
||||
set-models-by-id; API level 11) so mods send no model names each tick;
|
||||
clear-post and set-lighting documented
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 0f9d99b8ad3e4b72e621d84c2396cf1d3d2b7a33 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 17:19:57 +0300
|
||||
Subject: [PATCH 18/33] HD: temporal upscaling (HORIZON_HD_SCALE: world,
|
||||
Subject: [PATCH 18/34] HD: temporal upscaling (HORIZON_HD_SCALE: world,
|
||||
G-buffer and lighting at a lower size, rebuilt to the window in the TAA
|
||||
pass); fix flickering shadows near the player (the near cascade lost its
|
||||
sections on frames the far one was held, the held far matrix ignored the
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 38250c4392e27d5700842ca6ee47291dd1831b72 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 17:47:52 +0300
|
||||
Subject: [PATCH 19/33] HD water: its own pass (colour, normal, depth), the
|
||||
Subject: [PATCH 19/34] HD water: its own pass (colour, normal, depth), the
|
||||
floor under it lit, a composite with world-space waves, refraction with depth
|
||||
absorption in the biome colour, screen-space reflections, Fresnel and a
|
||||
shadowed sun glint (HORIZON_HD_WATER=0 to switch off)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From dbc6f8a6e9c2eeabe1de15f1794013c90be7faa5 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 17:56:04 +0300
|
||||
Subject: [PATCH 20/33] HD water: no vanilla texture on the surface (the biome
|
||||
Subject: [PATCH 20/34] HD water: no vanilla texture on the surface (the biome
|
||||
colour only), a darker, deeper colour
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 13e74537dd6e63482e3613e0e416de1158944dfe Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 18:38:19 +0300
|
||||
Subject: [PATCH 21/33] HD sky and light: a physical atmosphere (Rayleigh, Mie,
|
||||
Subject: [PATCH 21/34] HD sky and light: a physical atmosphere (Rayleigh, Mie,
|
||||
ozone; constants and transmittance after Photon, MIT) for the sky, haze, fog
|
||||
and water reflections; warmer sunlight from the atmosphere's transmittance, a
|
||||
gentle sky-coloured ambient, soft PCSS-lite shadows near the player, a haze
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 6277e051a89c2537570982f6ef275887193c05cf Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 19:02:16 +0300
|
||||
Subject: [PATCH 22/33] HD water: a darker blue, a little clearer, ripples a
|
||||
Subject: [PATCH 22/34] HD water: a darker blue, a little clearer, ripples a
|
||||
little higher
|
||||
|
||||
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 982265d21bb9d74ec0040db03feb5a55762286ad Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 21:41:48 +0300
|
||||
Subject: [PATCH 23/33] HD: Photon-style sunsets (Rec. 2020 atmosphere, sun
|
||||
Subject: [PATCH 23/34] HD: Photon-style sunsets (Rec. 2020 atmosphere, sun
|
||||
tint, blue hour; MIT), volumetric clouds with ground shadows instead of
|
||||
vanilla's in HD, volumetric fog with sun shafts and morning mist
|
||||
(HORIZON_HD_CLOUDS=0, HORIZON_HD_VOLFOG=0)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 24971b3c67d8c87673eb2e0d204cedf8a2f46d1c Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 21:43:22 +0300
|
||||
Subject: [PATCH 24/33] Mods: world queries for simulations (render.query-rays,
|
||||
Subject: [PATCH 24/34] Mods: world queries for simulations (render.query-rays,
|
||||
query-sections, world-changes; API level 12): block-exact rays and section
|
||||
occupancy by collision, sight or sound, answered next tick within budgets,
|
||||
and a log of changed sections
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From fdec4960983bdff82f3793460f9a5234f0cd3f49 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 22:56:15 +0300
|
||||
Subject: [PATCH 25/33] HD fixes: rain level from the world not from rain
|
||||
Subject: [PATCH 25/34] HD fixes: rain level from the world not from rain
|
||||
geometry (#41), TAA history on the jittered grid (#38), vanilla cloud tint
|
||||
without a depth heuristic (#35), air fog once over water (#37), translucent
|
||||
things in front of HD water (#36), cheaper sunrise fan (#39), halos in thick
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 21391afb26f49505d6cdaf454a6355cd4e747503 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 23:19:53 +0300
|
||||
Subject: [PATCH 26/33] HD split into modules (gfx/hd/: one Rust file and one
|
||||
Subject: [PATCH 26/34] HD split into modules (gfx/hd/: one Rust file and one
|
||||
WGSL file per pass, a shared prelude), contracts for colour, depth, alpha,
|
||||
time and coordinates written down, tests that the frame layout and bindings
|
||||
match between Rust and WGSL (#45)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 8d4cadbf8534309ac847d34e229f6d764770475d Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Thu, 29 Oct 2026 23:22:19 +0300
|
||||
Subject: [PATCH 27/33] HD clouds: noise scales that divide the camera's
|
||||
Subject: [PATCH 27/34] HD clouds: noise scales that divide the camera's
|
||||
65536-block wrap, so the clouds and their shadows no longer jump at x or z =
|
||||
0
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 0fb59c782abf269fe555faa3241b31acf41e26d7 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Fri, 30 Oct 2026 03:17:11 +0300
|
||||
Subject: [PATCH 28/33] HD: volumetric smoke and missile trails with clear
|
||||
Subject: [PATCH 28/34] HD: volumetric smoke and missile trails with clear
|
||||
tunnels through fog and cloud (render.set-smoke, API level 14; #54); sun
|
||||
speculars by material, wet surfaces and puddles in rain, wind in foliage
|
||||
(HORIZON_HD_SPECULAR=0, HORIZON_HD_WIND=0, HORIZON_HD_SMOKE=0); HD shaders
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From e4bc29da45d0d38244c6eb2ba3ffb9ab853540c0 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Fri, 30 Oct 2026 03:26:09 +0300
|
||||
Subject: [PATCH 29/33] HD clouds composited by depth so terrain and vehicles
|
||||
Subject: [PATCH 29/34] HD clouds composited by depth so terrain and vehicles
|
||||
inside or behind the layer are hidden and those in front stay in front (#67);
|
||||
world-anchored noise everywhere (cloud detail by height above the layer, fog,
|
||||
smoke and puddle scales dividing the wrap) (#68); the replay's time is visual
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 20f699796afb12b600236a4e8859cd97430f86f0 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Fri, 30 Oct 2026 03:44:45 +0300
|
||||
Subject: [PATCH 30/33] HD smoke: young trails drawn at least as wide as a grid
|
||||
Subject: [PATCH 30/34] HD smoke: young trails drawn at least as wide as a grid
|
||||
cell (density scaled to keep the mass), gentler bulges, so a trail is a
|
||||
smooth ribbon and not a chain of puffs
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 35ffbaa26dd91855c8b93446646ba8c58448d3d0 Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Fri, 30 Oct 2026 03:59:41 +0300
|
||||
Subject: [PATCH 31/33] Mods: render.set-main-view (API level 15) renders the
|
||||
Subject: [PATCH 31/34] Mods: render.set-main-view (API level 15) renders the
|
||||
screen's world from a mod camera with the full pipeline, so replays get HD
|
||||
and the post effects; small mod views get the post pass with their own camera
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 27e24527550942695164dd3a769a42a659e797ca Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Fri, 30 Oct 2026 09:28:05 +0300
|
||||
Subject: [PATCH 32/33] Spot lights for mods (render.set-spot-lights, API level
|
||||
Subject: [PATCH 32/34] Spot lights for mods (render.set-spot-lights, API level
|
||||
16): surfaces lit in the cone, a volumetric beam stopped by depth (#60); film
|
||||
capture (render.capture-*, set-film-quality, API level 17): fixed-step clock,
|
||||
frames piped to ffmpeg or PNGs, offline audio, no chat in the frames (#58);
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
From 615f5c3fa7c19a9895f8972a88333c6f250ad78a Mon Sep 17 00:00:00 2001
|
||||
From: chexit <chexit@duck.com>
|
||||
Date: Fri, 30 Oct 2026 14:30:39 +0300
|
||||
Subject: [PATCH 33/33] HD clouds and fog polish: cloud panorama, cirrus,
|
||||
Subject: [PATCH 33/34] HD clouds and fog polish: cloud panorama, cirrus,
|
||||
terrain-aware fog, far smoke cascade; replay world log and film clock;
|
||||
material overlays by sprite name
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
Запуск: python3 tools/gen_models.py
|
||||
"""
|
||||
import json
|
||||
import math
|
||||
import os
|
||||
import sys
|
||||
import random
|
||||
@@ -1301,20 +1302,355 @@ ITEMS = [
|
||||
]
|
||||
|
||||
|
||||
def item_icon(color, seed):
|
||||
rnd = random.Random(seed)
|
||||
im = Image.new("RGBA", (16, 16), (0, 0, 0, 0))
|
||||
for y in range(2, 14):
|
||||
for x in range(4, 12):
|
||||
im.putpixel((x, y), tuple(clamp(c + rnd.randint(-10, 10)) for c in color) + (255,))
|
||||
for x in range(5, 11):
|
||||
im.putpixel((x, 3), (230, 230, 230, 255))
|
||||
im.putpixel((7, 6), (255, 60, 60, 255))
|
||||
im.putpixel((8, 6), (255, 60, 60, 255))
|
||||
for y in range(13, 16):
|
||||
im.putpixel((7, y), (40, 40, 40, 255))
|
||||
im.putpixel((8, y), (40, 40, 40, 255))
|
||||
return im
|
||||
# Иконки 16×16 без сглаживания. Каждый предмет рисуется своей функцией: категория задаёт основу
|
||||
# (машина ПВО, пуск с пламенем, РЛС, склад, прожектор, целеуказатель, стрелки, сворачивание),
|
||||
# внутри категории — мини-силуэт типа. Цвет предмета — только заливка, форма различает предметы.
|
||||
class _Icon:
|
||||
def __init__(self, color, seed):
|
||||
self.rnd = random.Random(seed)
|
||||
self.im = Image.new("RGBA", (16, 16), (0, 0, 0, 0))
|
||||
self.pal = {
|
||||
"b": tuple(color),
|
||||
"d": tuple(clamp(v * 0.6) for v in color),
|
||||
"l": tuple(clamp(v + 45) for v in color),
|
||||
"k": (30, 30, 34), "r": (255, 60, 60), "o": (255, 150, 40),
|
||||
"y": (255, 232, 120), "w": (236, 236, 236),
|
||||
}
|
||||
|
||||
def px(self, x, y, key):
|
||||
if 0 <= x < 16 and 0 <= y < 16:
|
||||
c = self.pal[key]
|
||||
if key in ("b", "d", "l"):
|
||||
c = tuple(clamp(v + self.rnd.randint(-6, 6)) for v in c)
|
||||
self.im.putpixel((x, y), c + (255,))
|
||||
|
||||
def rect(self, x0, y0, x1, y1, key):
|
||||
for y in range(y0, y1 + 1):
|
||||
for x in range(x0, x1 + 1):
|
||||
self.px(x, y, key)
|
||||
|
||||
def line(self, x0, y0, x1, y1, key):
|
||||
dx, dy = abs(x1 - x0), -abs(y1 - y0)
|
||||
sx, sy = (1 if x0 < x1 else -1), (1 if y0 < y1 else -1)
|
||||
err = dx + dy
|
||||
while True:
|
||||
self.px(x0, y0, key)
|
||||
if x0 == x1 and y0 == y1:
|
||||
break
|
||||
e2 = 2 * err
|
||||
if e2 >= dy:
|
||||
err += dy
|
||||
x0 += sx
|
||||
if e2 <= dx:
|
||||
err += dx
|
||||
y0 += sy
|
||||
|
||||
def disc(self, cx, cy, r, key):
|
||||
for y in range(cy - r - 1, cy + r + 2):
|
||||
for x in range(cx - r - 1, cx + r + 2):
|
||||
if (x - cx) ** 2 + (y - cy) ** 2 <= r * r + 0.5 * r:
|
||||
self.px(x, y, key)
|
||||
|
||||
def ring(self, cx, cy, lo, hi, key):
|
||||
for y in range(16):
|
||||
for x in range(16):
|
||||
if lo <= (x - cx) ** 2 + (y - cy) ** 2 <= hi:
|
||||
self.px(x, y, key)
|
||||
|
||||
def poly(self, pts, key):
|
||||
# Выпуклый многоугольник: заливка по строкам между крайними пересечениями рёбер.
|
||||
n = len(pts)
|
||||
for y in range(min(p[1] for p in pts), max(p[1] for p in pts) + 1):
|
||||
xs = []
|
||||
for i in range(n):
|
||||
(x1, y1), (x2, y2) = pts[i], pts[(i + 1) % n]
|
||||
if y1 == y2:
|
||||
if y1 == y:
|
||||
xs += [x1, x2]
|
||||
elif min(y1, y2) <= y <= max(y1, y2):
|
||||
xs.append(x1 + (y - y1) * (x2 - x1) / (y2 - y1))
|
||||
if xs:
|
||||
for x in range(math.ceil(min(xs) - 1e-9), math.floor(max(xs) + 1e-9) + 1):
|
||||
self.px(x, y, key)
|
||||
|
||||
|
||||
def _sam_base(c):
|
||||
c.rect(2, 8, 13, 11, "b")
|
||||
c.rect(3, 12, 4, 13, "k")
|
||||
c.rect(11, 12, 12, 13, "k")
|
||||
|
||||
|
||||
# Развёртывание ПВО: машина + пусковая установка.
|
||||
def _gepard(c): # ствольная турель, два длинных ствола
|
||||
_sam_base(c)
|
||||
c.disc(7, 6, 2, "b")
|
||||
c.line(9, 5, 15, 5, "d")
|
||||
c.line(9, 7, 15, 7, "d")
|
||||
|
||||
|
||||
def _pantsir(c): # ствольная турель с ракетными контейнерами сверху
|
||||
_sam_base(c)
|
||||
c.disc(7, 7, 2, "b")
|
||||
c.rect(4, 3, 5, 5, "l")
|
||||
c.rect(9, 3, 10, 5, "l")
|
||||
c.line(9, 6, 11, 6, "d")
|
||||
|
||||
|
||||
def _s400(c): # три вертикальных контейнера
|
||||
_sam_base(c)
|
||||
for x in (3, 6, 9):
|
||||
c.rect(x, 2, x + 1, 7, "b")
|
||||
c.rect(x, 2, x + 1, 2, "l")
|
||||
|
||||
|
||||
def _s500(c): # четыре вертикальных контейнера
|
||||
_sam_base(c)
|
||||
for x in (2, 5, 8, 11):
|
||||
c.rect(x, 2, x + 1, 7, "b")
|
||||
c.rect(x, 2, x + 1, 2, "l")
|
||||
|
||||
|
||||
def _patriot(c): # наклонный пусковой короб
|
||||
_sam_base(c)
|
||||
c.poly([(3, 8), (11, 3), (13, 5), (5, 10)], "b")
|
||||
c.line(7, 7, 9, 5, "d")
|
||||
|
||||
|
||||
def _buk(c): # наклонные направляющие с ракетой
|
||||
_sam_base(c)
|
||||
c.line(3, 8, 10, 2, "d")
|
||||
c.line(5, 9, 12, 3, "d")
|
||||
c.disc(12, 2, 1, "w")
|
||||
|
||||
|
||||
def _irist(c): # два наклонных контейнера
|
||||
_sam_base(c)
|
||||
c.poly([(3, 8), (7, 3), (9, 4), (5, 9)], "b")
|
||||
c.poly([(7, 9), (11, 3), (13, 4), (9, 10)], "b")
|
||||
|
||||
|
||||
def _nasams(c): # два горизонтальных контейнера
|
||||
_sam_base(c)
|
||||
c.rect(3, 2, 12, 3, "b")
|
||||
c.rect(3, 5, 12, 6, "b")
|
||||
c.line(3, 4, 12, 4, "d")
|
||||
|
||||
|
||||
def _tor(c): # сетка коротких вертикальных ячеек
|
||||
_sam_base(c)
|
||||
for x in (3, 6, 9):
|
||||
c.rect(x, 2, x + 1, 3, "b")
|
||||
c.rect(x, 5, x + 1, 6, "b")
|
||||
|
||||
|
||||
def _p1sun(c): # короб с мачтой
|
||||
_sam_base(c)
|
||||
c.rect(3, 5, 12, 7, "b")
|
||||
c.line(7, 1, 7, 4, "d")
|
||||
c.px(7, 1, "r")
|
||||
|
||||
|
||||
# Радиолокация и РЭБ.
|
||||
def _radar(c): # параболическая антенна на стойке
|
||||
c.disc(8, 5, 3, "l")
|
||||
c.line(8, 8, 8, 12, "d")
|
||||
c.rect(5, 13, 11, 14, "d")
|
||||
|
||||
|
||||
def _ew(c): # штырь-антенна с сигнальными дугами
|
||||
c.line(8, 6, 8, 14, "d")
|
||||
c.disc(8, 4, 1, "b")
|
||||
c.line(5, 2, 4, 4, "l")
|
||||
c.line(4, 4, 4, 6, "l")
|
||||
c.line(4, 6, 5, 8, "l")
|
||||
c.line(11, 2, 12, 4, "l")
|
||||
c.line(12, 4, 12, 6, "l")
|
||||
c.line(12, 6, 11, 8, "l")
|
||||
|
||||
|
||||
# Снабжение.
|
||||
def _depot(c): # штабель ящиков на поддоне
|
||||
c.rect(3, 8, 12, 13, "b")
|
||||
c.line(3, 10, 12, 10, "d")
|
||||
c.line(3, 12, 12, 12, "d")
|
||||
c.rect(2, 14, 13, 14, "d")
|
||||
c.rect(4, 4, 9, 7, "l")
|
||||
c.line(4, 6, 9, 6, "d")
|
||||
|
||||
|
||||
def _tzm(c): # грузовик с кабиной и кузовом
|
||||
c.rect(2, 7, 5, 11, "b")
|
||||
c.rect(3, 8, 4, 9, "w")
|
||||
c.rect(6, 4, 14, 11, "l")
|
||||
c.rect(3, 12, 4, 13, "k")
|
||||
c.rect(10, 12, 11, 13, "k")
|
||||
c.rect(13, 12, 14, 13, "k")
|
||||
|
||||
|
||||
# Прожектор.
|
||||
def _searchlight(c):
|
||||
c.rect(3, 4, 10, 8, "b")
|
||||
c.poly([(10, 4), (15, 1), (15, 11), (10, 8)], "y")
|
||||
c.line(6, 9, 6, 13, "d")
|
||||
c.rect(3, 14, 9, 14, "d")
|
||||
|
||||
|
||||
# Целеуказатель: кольцо с засечками.
|
||||
def _designator(c):
|
||||
c.ring(8, 8, 16, 26, "r")
|
||||
c.rect(7, 1, 8, 2, "r")
|
||||
c.rect(7, 13, 8, 14, "r")
|
||||
c.rect(1, 7, 2, 8, "r")
|
||||
c.rect(13, 7, 14, 8, "r")
|
||||
c.rect(7, 7, 8, 8, "r")
|
||||
|
||||
|
||||
# Пуски: огонь сзади, силуэт типа спереди.
|
||||
def _launch_base(c):
|
||||
c.rect(0, 7, 1, 8, "o")
|
||||
c.px(0, 7, "y")
|
||||
|
||||
|
||||
def _shahed(c): # треугольное крыло
|
||||
_launch_base(c)
|
||||
c.poly([(5, 2), (5, 13), (13, 7)], "b")
|
||||
|
||||
|
||||
def _geran3(c): # реактивный самолёт со стреловидным крылом
|
||||
_launch_base(c)
|
||||
c.rect(3, 7, 13, 8, "b")
|
||||
c.poly([(6, 7), (9, 2), (11, 2), (9, 7)], "d")
|
||||
c.poly([(6, 8), (9, 13), (11, 13), (9, 8)], "d")
|
||||
c.poly([(3, 7), (4, 3), (5, 3), (5, 7)], "d")
|
||||
|
||||
|
||||
def _lancet(c): # малый дрон с прямым крылом
|
||||
_launch_base(c)
|
||||
c.rect(3, 7, 12, 8, "b")
|
||||
c.rect(7, 2, 8, 13, "d")
|
||||
c.rect(3, 6, 4, 9, "d")
|
||||
|
||||
|
||||
def _kh101(c): # крылатая ракета: стреловидные крылья и хвост
|
||||
_launch_base(c)
|
||||
c.rect(3, 7, 12, 8, "b")
|
||||
c.poly([(12, 6), (15, 7), (15, 8), (12, 9)], "b")
|
||||
c.poly([(6, 7), (9, 3), (10, 3), (8, 7)], "d")
|
||||
c.poly([(6, 8), (9, 12), (10, 12), (8, 8)], "d")
|
||||
c.rect(2, 5, 3, 10, "d")
|
||||
|
||||
|
||||
def _kalibr(c): # крылатая ракета: тонкий корпус и четыре хвостовых киля
|
||||
_launch_base(c)
|
||||
c.rect(2, 7, 13, 8, "b")
|
||||
c.poly([(13, 6), (15, 7), (15, 8), (13, 9)], "b")
|
||||
c.rect(2, 4, 3, 5, "d")
|
||||
c.rect(2, 10, 3, 11, "d")
|
||||
|
||||
|
||||
def _kh22(c): # толстый корпус с большими дельта-крыльями
|
||||
_launch_base(c)
|
||||
c.rect(3, 6, 11, 9, "b")
|
||||
c.poly([(11, 6), (15, 7), (15, 8), (11, 9)], "b")
|
||||
c.poly([(4, 6), (8, 2), (9, 2), (7, 6)], "d")
|
||||
c.poly([(4, 9), (8, 13), (9, 13), (7, 9)], "d")
|
||||
|
||||
|
||||
def _zircon(c): # гиперзвук: корпус с одним передним стрейком
|
||||
_launch_base(c)
|
||||
c.rect(2, 7, 12, 8, "b")
|
||||
c.poly([(12, 7), (15, 7), (12, 8)], "b")
|
||||
c.poly([(8, 7), (12, 3), (13, 3), (11, 7)], "d")
|
||||
|
||||
|
||||
def _iskander(c): # баллистическая: длинный корпус, конус, сопло
|
||||
_launch_base(c)
|
||||
c.rect(3, 7, 11, 8, "b")
|
||||
c.poly([(11, 6), (15, 7), (15, 8), (11, 9)], "l")
|
||||
c.rect(2, 6, 2, 9, "d")
|
||||
|
||||
|
||||
def _oreshnik(c): # баллистическая с тремя головными частями
|
||||
_launch_base(c)
|
||||
c.rect(2, 6, 10, 9, "b")
|
||||
c.poly([(10, 5), (13, 6), (10, 7)], "l")
|
||||
c.poly([(10, 8), (13, 9), (10, 10)], "l")
|
||||
c.poly([(10, 6), (15, 7), (10, 8)], "b")
|
||||
|
||||
|
||||
def _kinzhal(c): # аэробаллистическая: корпус с треугольными килями
|
||||
_launch_base(c)
|
||||
c.rect(3, 7, 11, 8, "b")
|
||||
c.poly([(11, 6), (15, 7), (11, 9)], "b")
|
||||
c.poly([(4, 7), (7, 3), (8, 3), (6, 7)], "d")
|
||||
c.poly([(4, 8), (7, 12), (8, 12), (6, 8)], "d")
|
||||
|
||||
|
||||
def _mover(c): # четыре стрелки перемещения
|
||||
c.poly([(8, 0), (4, 5), (12, 5)], "b")
|
||||
c.rect(7, 4, 8, 7, "b")
|
||||
c.poly([(8, 15), (4, 10), (12, 10)], "b")
|
||||
c.rect(7, 8, 8, 11, "b")
|
||||
c.poly([(0, 8), (5, 4), (5, 12)], "b")
|
||||
c.rect(4, 7, 7, 8, "b")
|
||||
c.poly([(15, 8), (10, 4), (10, 12)], "b")
|
||||
c.rect(8, 7, 11, 8, "b")
|
||||
|
||||
|
||||
def _remover(c): # стрелка вниз над лотком: свёртывание
|
||||
c.poly([(8, 9), (3, 4), (13, 4)], "b")
|
||||
c.rect(7, 1, 8, 4, "b")
|
||||
c.rect(2, 11, 13, 13, "b")
|
||||
c.line(2, 11, 13, 11, "l")
|
||||
|
||||
|
||||
def _flare(c): # звезда осветительной ракеты на стержне
|
||||
c.disc(8, 7, 1, "y")
|
||||
c.line(8, 2, 8, 4, "y")
|
||||
c.line(8, 10, 8, 12, "y")
|
||||
c.line(3, 7, 5, 7, "y")
|
||||
c.line(11, 7, 13, 7, "y")
|
||||
c.line(4, 4, 5, 5, "w")
|
||||
c.line(11, 4, 10, 5, "w")
|
||||
c.line(4, 10, 5, 9, "w")
|
||||
c.line(11, 10, 10, 9, "w")
|
||||
c.rect(7, 12, 8, 15, "k")
|
||||
|
||||
|
||||
ICON_DRAW = {
|
||||
"designator": _designator,
|
||||
"launch_shahed": _shahed, "launch_geran3": _geran3, "launch_lancet": _lancet,
|
||||
"launch_kh101": _kh101, "launch_kalibr": _kalibr, "launch_kh22": _kh22,
|
||||
"launch_zircon": _zircon, "launch_iskander": _iskander, "launch_oreshnik": _oreshnik,
|
||||
"launch_kinzhal": _kinzhal,
|
||||
"deploy_patriot": _patriot, "deploy_gepard": _gepard, "deploy_pantsir": _pantsir,
|
||||
"deploy_s400": _s400, "deploy_s500": _s500, "deploy_irist": _irist,
|
||||
"deploy_nasams": _nasams, "deploy_buk": _buk, "deploy_tor": _tor, "deploy_p1sun": _p1sun,
|
||||
"deploy_radar": _radar, "deploy_ew": _ew,
|
||||
"deploy_depot": _depot, "deploy_tzm": _tzm,
|
||||
"deploy_light": _searchlight,
|
||||
"mover": _mover, "remover": _remover, "flare_gun": _flare,
|
||||
}
|
||||
|
||||
|
||||
def item_icon(name, color, seed):
|
||||
c = _Icon(color, seed)
|
||||
ICON_DRAW[name](c)
|
||||
# Контур по краю силуэта: тёмные предметы — светлым, светлые — тёмным, чтобы читались на обоих фонах.
|
||||
# Альфа-маска не меняется: контур перекрашивает только уже нарисованные пиксели.
|
||||
lum = 0.3 * color[0] + 0.59 * color[1] + 0.11 * color[2]
|
||||
edge = (160, 160, 160) if lum < 100 else (70, 70, 70) if lum > 190 else None
|
||||
if edge:
|
||||
src = c.im.copy()
|
||||
|
||||
def opaque(x, y):
|
||||
return 0 <= x < 16 and 0 <= y < 16 and src.getpixel((x, y))[3] > 0
|
||||
|
||||
for y in range(16):
|
||||
for x in range(16):
|
||||
if opaque(x, y) and not all(opaque(x + dx, y + dy) for dx, dy in ((1, 0), (-1, 0), (0, 1), (0, -1))):
|
||||
c.im.putpixel((x, y), edge + (255,))
|
||||
return c.im
|
||||
|
||||
|
||||
def write_json(path, obj):
|
||||
@@ -1350,7 +1686,7 @@ def main():
|
||||
im = GT.burn(im, zlib.crc32(name.encode()), "glass" if base.startswith("glass") else "paint")
|
||||
im.save(os.path.join(a, "textures", "block", name + ".png"))
|
||||
for i, (name, title, color) in enumerate(ITEMS):
|
||||
item_icon(color, i).save(os.path.join(a, "textures", "item", name + ".png"))
|
||||
item_icon(name, color, zlib.crc32(name.encode())).save(os.path.join(a, "textures", "item", name + ".png"))
|
||||
write_json(os.path.join(a, "models", "item", name + ".json"),
|
||||
{"parent": "minecraft:item/generated", "textures": {"layer0": f"{NS}:item/{name}"}})
|
||||
write_json(os.path.join(a, "items", name + ".json"),
|
||||
|
||||