diff --git a/src/AcDream.Core/World/SkyState.cs b/src/AcDream.Core/World/SkyState.cs
index 31fdf3b..5acf2d3 100644
--- a/src/AcDream.Core/World/SkyState.cs
+++ b/src/AcDream.Core/World/SkyState.cs
@@ -67,19 +67,48 @@ public readonly record struct SkyKeyframe(
FogMode FogMode = FogMode.Linear)
{
///
- /// Final directional sun color used by the shader =
- /// × . Computed property
- /// so the storage stays as separate channels (for retail-faithful
- /// keyframe interpolation) while the shader interface stays simple.
+ /// Final directional sun color the shader feeds into N·L lighting.
+ /// Retail-faithful magnitude formula:
+ /// SunColor = DirColor × |sunVec|
+ /// where sunVec is retail's heading+pitch+brightness vector
+ /// (see ).
+ ///
+ ///
+ /// Why |sunVec| instead of DirBright directly: retail's
+ /// PrimD3DRender::UpdateLightsInternal at 0x0059b57c
+ /// (decomp line 424118-424119) computes
+ /// D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²)
+ /// from the sun vector SkyDesc::GetLighting built at
+ /// 0x00500ac9 (decomp lines 261343-261353):
+ ///
+ /// sunVec.x = sin(H) × DirBright × cos(P)
+ /// sunVec.y = cos(P) // NOT scaled by DirBright
+ /// sunVec.z = DirBright × sin(P)
+ ///
+ /// Because Y is unscaled by DirBright, |sunVec| ≠
+ /// DirBright in general — it varies with sun pitch and heading.
+ /// Using DirBright alone underweighted the warm directional
+ /// term, letting the cool ambient/fog dominate ⇒ acdream rendered
+ /// blue-white at keyframes where retail looked warm-gray.
+ ///
///
- public Vector3 SunColor => DirColor * DirBright;
+ public Vector3 SunColor => DirColor * SkyStateProvider.RetailSunVector(this).Length();
///
- /// Final ambient color used by the shader =
- /// × . See
- /// for the rationale.
+ /// Final ambient color the shader feeds into the per-vertex tint.
+ /// Retail-faithful magnitude formula:
+ /// AmbientColor = AmbColor × (AmbBright + 0.2 × |sunVec|)
+ /// matching SmartBox::SetWorldAmbientLight as called at
+ /// 0x0050560b (decomp line 267117):
+ /// SetWorldAmbientLight(sqrt(|sunVec|²) × 0.2 + ambient_level, ambient_color)
+ /// Retail boosts the ambient brightness by 20% of the sun-vector
+ /// magnitude — i.e. ambient feels warmer when the sun is up, cooler
+ /// at night. acdream previously used AmbBright alone, which
+ /// is roughly 44% too dim mid-day ⇒ contributed to the blue-white
+ /// bias because the warm fill was missing.
///
- public Vector3 AmbientColor => AmbColor * AmbBright;
+ public Vector3 AmbientColor =>
+ AmbColor * (AmbBright + 0.2f * SkyStateProvider.RetailSunVector(this).Length());
}
///
@@ -271,22 +300,52 @@ public sealed class SkyStateProvider
return aDeg + delta * u;
}
+ ///
+ /// Retail's raw sun vector (NOT normalized) — the same vector
+ /// SkyDesc::GetLighting writes at 0x00500ac9
+ /// (decomp lines 261343, 261352, 261353):
+ ///
+ /// sunVec.x = sin(H_rad) × DirBright × cos(P_rad)
+ /// sunVec.y = cos(P_rad) // NOT scaled by DirBright
+ /// sunVec.z = DirBright × sin(P_rad)
+ ///
+ /// Y is unscaled by brightness on purpose — that's what makes
+ /// |sunVec| ≠ DirBright in general (the magnitude varies
+ /// with pitch/heading, which is the basis for retail's "sun is brighter
+ /// in some configurations than others" lighting behavior). The shader's
+ /// uSunDir uniform uses the NORMALIZED vector for N·L; the
+ /// magnitude feeds intensity and
+ /// the ambient brightness boost in .
+ ///
+ public static Vector3 RetailSunVector(SkyKeyframe kf)
+ {
+ float h = kf.SunHeadingDeg * (MathF.PI / 180f);
+ float p = kf.SunPitchDeg * (MathF.PI / 180f);
+ float cosP = MathF.Cos(p);
+ float sinP = MathF.Sin(p);
+ float B = kf.DirBright;
+ return new Vector3(
+ MathF.Sin(h) * B * cosP, // x = sin(H) × B × cos(P)
+ cosP, // y = cos(P) ← unscaled by B
+ B * sinP); // z = B × sin(P)
+ }
+
///
/// World-space sun direction unit vector pointing FROM the surface
- /// TOWARDS the sun. Derived from heading + pitch in the returned
- /// keyframe — shader sunDir uniform should use -this so lighting
- /// math (N·L) works correctly for the side facing the sun.
+ /// TOWARDS the sun, derived from and
+ /// normalized. The shader sunDir uniform should use this directly
+ /// (or -this if the lighting math wants the L-vector pointing AT the
+ /// surface). The previous implementation used standard spherical
+ /// coordinates (sin(H)cos(P), cos(H)cos(P), sin(P)) which didn't match
+ /// retail's deliberate Y-decoupled-from-heading convention. Switching
+ /// to the retail vector subtly tilts the lighting on objects but
+ /// matches retail's screenshots when both clients view the same scene.
///
public static Vector3 SunDirectionFromKeyframe(SkyKeyframe kf)
{
- float yaw = kf.SunHeadingDeg * (MathF.PI / 180f);
- float pit = kf.SunPitchDeg * (MathF.PI / 180f);
- // Heading 0 = +Y (north), +X=east. Pitch up from horizon.
- float cosP = MathF.Cos(pit);
- return new Vector3(
- MathF.Sin(yaw) * cosP,
- MathF.Cos(yaw) * cosP,
- MathF.Sin(pit));
+ var v = RetailSunVector(kf);
+ float len = v.Length();
+ return len > 1e-6f ? v / len : Vector3.UnitZ;
}
}
diff --git a/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs b/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs
index bbb619d..3331e85 100644
--- a/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs
+++ b/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs
@@ -73,15 +73,26 @@ public sealed class SkyDescLoaderTests
}
[Fact]
- public void LoadFromRegion_SunColor_IsPrepreMultipliedByBrightness()
+ public void LoadFromRegion_SunColor_UsesRetailSunVectorMagnitude()
{
+ // The loader stores DirColor and DirBright RAW. The SunColor property
+ // composes them via |sunVec| per retail's UpdateLightsInternal at
+ // 0x59b57c (decomp 424118) — the diffuse magnitude is sqrt(x²+y²+z²)
+ // where the sun vector is built from heading/pitch/brightness with
+ // Y unscaled by brightness (decomp 261352).
+ //
+ // For this region: H=180°, P=70°, B=1.5
+ // sunVec = (sin(180)*1.5*cos(70), cos(70), 1.5*sin(70))
+ // = (0, 0.342, 1.410)
+ // |sunVec| = sqrt(0 + 0.117 + 1.988) = 1.4509
+ // DirColor.X = 200/255 = 0.7843
+ // SunColor.X = 0.7843 × 1.4509 = 1.138
var region = MakeRegion(dirBright: 1.5f, rBgrOrder: 200);
var loaded = SkyDescLoader.LoadFromRegion(region);
Assert.NotNull(loaded);
var kf = loaded!.DayGroups[0].SkyTimes[0].Keyframe;
- // R was 200/255 ≈ 0.784, times dirBright 1.5 = 1.176
- Assert.InRange(kf.SunColor.X, 1.17f, 1.19f);
+ Assert.InRange(kf.SunColor.X, 1.13f, 1.15f);
}
[Fact]
diff --git a/tests/AcDream.Core.Tests/World/SkyStateTests.cs b/tests/AcDream.Core.Tests/World/SkyStateTests.cs
index 7eac91a..bd3bc73 100644
--- a/tests/AcDream.Core.Tests/World/SkyStateTests.cs
+++ b/tests/AcDream.Core.Tests/World/SkyStateTests.cs
@@ -25,17 +25,105 @@ public sealed class SkyStateTests
}
[Fact]
- public void Interpolate_BetweenKeyframes_LerpsColors()
+ public void Interpolate_BetweenKeyframes_LerpsRawInputs()
{
var sky = SkyStateProvider.Default();
var dawn = sky.Interpolate(0.25f);
var noon = sky.Interpolate(0.5f);
var midPt = sky.Interpolate(0.375f);
- // Midpoint should fall between dawn & noon for sun color Y (green channel).
- float low = System.Math.Min(dawn.SunColor.Y, noon.SunColor.Y);
- float high = System.Math.Max(dawn.SunColor.Y, noon.SunColor.Y);
- Assert.InRange(midPt.SunColor.Y, low, high);
+ // The RAW per-channel inputs (DirColor, AmbColor, brightness scalars)
+ // lerp linearly between adjacent keyframes — that's the retail-faithful
+ // separate-channel interpolation. The composite SunColor / AmbientColor
+ // properties intentionally do NOT lerp linearly (their magnitude
+ // depends nonlinearly on heading/pitch/brightness via the retail
+ // sun-vector formula), so we assert on the raw inputs here.
+ float low = System.Math.Min(dawn.DirColor.Y, noon.DirColor.Y);
+ float high = System.Math.Max(dawn.DirColor.Y, noon.DirColor.Y);
+ Assert.InRange(midPt.DirColor.Y, low, high);
+ }
+
+ [Fact]
+ public void RetailSunVector_AtZenith_HasMagnitudeEqualToBrightness()
+ {
+ // Sun straight up (P=90°): cos(P)=0, sin(P)=1.
+ // sunVec = (sin(H)×B×0, 0, B×1) = (0, 0, B)
+ // |sunVec| = B
+ var kf = new SkyKeyframe(
+ Begin: 0.5f,
+ SunHeadingDeg: 0f,
+ SunPitchDeg: 90f,
+ DirColor: Vector3.One,
+ DirBright: 1.5f,
+ AmbColor: Vector3.One,
+ AmbBright: 0.3f,
+ FogColor: Vector3.One,
+ FogDensity: 0f);
+
+ var v = SkyStateProvider.RetailSunVector(kf);
+ Assert.InRange(v.Length(), 1.49f, 1.51f);
+ }
+
+ [Fact]
+ public void RetailSunVector_AtHorizonNorth_MagnitudeIsOne()
+ {
+ // Sun on horizon to the north (H=0°, P=0°): cos(P)=1, sin(P)=0.
+ // sunVec = (sin(0)×B×1, 1, B×0) = (0, 1, 0)
+ // |sunVec| = 1 regardless of B (because Y is unscaled by B)
+ var kf = new SkyKeyframe(
+ Begin: 0f,
+ SunHeadingDeg: 0f,
+ SunPitchDeg: 0f,
+ DirColor: Vector3.One,
+ DirBright: 2.0f, // anything
+ AmbColor: Vector3.One,
+ AmbBright: 1f,
+ FogColor: Vector3.One,
+ FogDensity: 0f);
+
+ var v = SkyStateProvider.RetailSunVector(kf);
+ Assert.InRange(v.Length(), 0.99f, 1.01f);
+ }
+
+ [Fact]
+ public void SunColor_UsesRetailMagnitudeNotDirBrightDirectly()
+ {
+ // At sun pitch 90° (zenith) with H=0, B=2: |sunVec| = 2.
+ // SunColor = DirColor × |sunVec| = (0.5, 0.5, 0.5) × 2 = (1, 1, 1).
+ var kf = new SkyKeyframe(
+ Begin: 0.5f,
+ SunHeadingDeg: 0f,
+ SunPitchDeg: 90f,
+ DirColor: new Vector3(0.5f, 0.5f, 0.5f),
+ DirBright: 2.0f,
+ AmbColor: Vector3.One,
+ AmbBright: 0.3f,
+ FogColor: Vector3.One,
+ FogDensity: 0f);
+
+ Assert.InRange(kf.SunColor.X, 0.99f, 1.01f);
+ Assert.InRange(kf.SunColor.Y, 0.99f, 1.01f);
+ Assert.InRange(kf.SunColor.Z, 0.99f, 1.01f);
+ }
+
+ [Fact]
+ public void AmbientColor_BoostsByTwentyPercentOfSunVectorLength()
+ {
+ // |sunVec| = 1 (horizon north), AmbBright = 0.4, AmbColor = (1,1,1).
+ // AmbientColor = AmbColor × (AmbBright + 0.2 × |sunVec|)
+ // = (1,1,1) × (0.4 + 0.2) = (0.6, 0.6, 0.6).
+ var kf = new SkyKeyframe(
+ Begin: 0f,
+ SunHeadingDeg: 0f,
+ SunPitchDeg: 0f,
+ DirColor: Vector3.One,
+ DirBright: 1f,
+ AmbColor: Vector3.One,
+ AmbBright: 0.4f,
+ FogColor: Vector3.One,
+ FogDensity: 0f);
+
+ Assert.InRange(kf.AmbientColor.X, 0.59f, 0.61f);
}
[Fact]