fix(sky): retail-faithful sun-vector magnitude for SunColor / AmbientColor

Two independent investigations (in-house decomp re-check + two
external agent reports) converged on the same root cause for the
"too blue-white sky" symptom:

acdream computed SunColor = DirColor × DirBright and AmbientColor =
AmbColor × AmbBright. Retail computes them from the magnitude of a
specially-shaped sun vector instead. Per the named retail decomp:

  SkyDesc::GetLighting at 0x00500ac9 (decomp 261343-261353):
    sunVec.x = sin(H_rad) × DirBright × cos(P_rad)
    sunVec.y = cos(P_rad)                    ← NOT scaled by DirBright
    sunVec.z = DirBright × sin(P_rad)

  PrimD3DRender::UpdateLightsInternal at 0x0059b57c (decomp 424118):
    D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²)

  SmartBox::SetWorldAmbientLight callsite at 0x0050560b (decomp 267117):
    SetWorldAmbientLight(sqrt(|sunVec|²) × 0.2 + ambient_level, ...)

Y stays unscaled by DirBright on purpose, so |sunVec| ≠ DirBright in
general — the magnitude varies with sun pitch/heading. That's what
gives retail's "sun feels stronger when it's overhead, ambient warms
up at midday" behavior we were missing.

Added SkyStateProvider.RetailSunVector(kf) that builds the vector
verbatim. SkyKeyframe.SunColor / AmbientColor now compose via |sunVec|.
SunDirectionFromKeyframe normalizes the same vector (replaces our
geometrically-clean spherical convention which didn't match retail's
deliberate Y-decoupled-from-heading shape).

Tests:
- Replaced the linear-interp assumption in
  Interpolate_BetweenKeyframes_LerpsColors with a test on the RAW
  inputs (DirColor, AmbBright, etc.) — those still lerp linearly;
  the composite SunColor doesn't, intentionally.
- Added 4 golden-value tests for the new formulas
  (RetailSunVector_AtZenith, _AtHorizonNorth,
  SunColor_UsesRetailMagnitudeNotDirBrightDirectly,
  AmbientColor_BoostsByTwentyPercentOfSunVectorLength).
- Updated stale LoadFromRegion_SunColor_IsPrepreMultipliedByBrightness
  test to LoadFromRegion_SunColor_UsesRetailSunVectorMagnitude
  with the new expected magnitude.

User visually verified — acdream's sky shifted from blue-white toward
the warm tint retail shows at the same keyframe.

1227 tests pass.
This commit is contained in:
Erik 2026-04-27 22:42:53 +02:00
parent 97fc1b51d8
commit 05a8a7209f
3 changed files with 186 additions and 28 deletions

View file

@ -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]

View file

@ -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]