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:
parent
97fc1b51d8
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05a8a7209f
3 changed files with 186 additions and 28 deletions
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@ -73,15 +73,26 @@ public sealed class SkyDescLoaderTests
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}
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[Fact]
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public void LoadFromRegion_SunColor_IsPrepreMultipliedByBrightness()
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public void LoadFromRegion_SunColor_UsesRetailSunVectorMagnitude()
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{
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// The loader stores DirColor and DirBright RAW. The SunColor property
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// composes them via |sunVec| per retail's UpdateLightsInternal at
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// 0x59b57c (decomp 424118) — the diffuse magnitude is sqrt(x²+y²+z²)
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// where the sun vector is built from heading/pitch/brightness with
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// Y unscaled by brightness (decomp 261352).
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//
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// For this region: H=180°, P=70°, B=1.5
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// sunVec = (sin(180)*1.5*cos(70), cos(70), 1.5*sin(70))
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// = (0, 0.342, 1.410)
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// |sunVec| = sqrt(0 + 0.117 + 1.988) = 1.4509
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// DirColor.X = 200/255 = 0.7843
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// SunColor.X = 0.7843 × 1.4509 = 1.138
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var region = MakeRegion(dirBright: 1.5f, rBgrOrder: 200);
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var loaded = SkyDescLoader.LoadFromRegion(region);
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Assert.NotNull(loaded);
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var kf = loaded!.DayGroups[0].SkyTimes[0].Keyframe;
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// R was 200/255 ≈ 0.784, times dirBright 1.5 = 1.176
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Assert.InRange(kf.SunColor.X, 1.17f, 1.19f);
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Assert.InRange(kf.SunColor.X, 1.13f, 1.15f);
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}
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[Fact]
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@ -25,17 +25,105 @@ public sealed class SkyStateTests
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}
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[Fact]
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public void Interpolate_BetweenKeyframes_LerpsColors()
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public void Interpolate_BetweenKeyframes_LerpsRawInputs()
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{
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var sky = SkyStateProvider.Default();
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var dawn = sky.Interpolate(0.25f);
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var noon = sky.Interpolate(0.5f);
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var midPt = sky.Interpolate(0.375f);
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// Midpoint should fall between dawn & noon for sun color Y (green channel).
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float low = System.Math.Min(dawn.SunColor.Y, noon.SunColor.Y);
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float high = System.Math.Max(dawn.SunColor.Y, noon.SunColor.Y);
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Assert.InRange(midPt.SunColor.Y, low, high);
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// The RAW per-channel inputs (DirColor, AmbColor, brightness scalars)
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// lerp linearly between adjacent keyframes — that's the retail-faithful
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// separate-channel interpolation. The composite SunColor / AmbientColor
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// properties intentionally do NOT lerp linearly (their magnitude
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// depends nonlinearly on heading/pitch/brightness via the retail
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// sun-vector formula), so we assert on the raw inputs here.
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float low = System.Math.Min(dawn.DirColor.Y, noon.DirColor.Y);
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float high = System.Math.Max(dawn.DirColor.Y, noon.DirColor.Y);
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Assert.InRange(midPt.DirColor.Y, low, high);
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}
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[Fact]
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public void RetailSunVector_AtZenith_HasMagnitudeEqualToBrightness()
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{
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// Sun straight up (P=90°): cos(P)=0, sin(P)=1.
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// sunVec = (sin(H)×B×0, 0, B×1) = (0, 0, B)
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// |sunVec| = B
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var kf = new SkyKeyframe(
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Begin: 0.5f,
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SunHeadingDeg: 0f,
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SunPitchDeg: 90f,
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DirColor: Vector3.One,
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DirBright: 1.5f,
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AmbColor: Vector3.One,
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AmbBright: 0.3f,
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FogColor: Vector3.One,
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FogDensity: 0f);
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var v = SkyStateProvider.RetailSunVector(kf);
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Assert.InRange(v.Length(), 1.49f, 1.51f);
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}
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[Fact]
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public void RetailSunVector_AtHorizonNorth_MagnitudeIsOne()
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{
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// Sun on horizon to the north (H=0°, P=0°): cos(P)=1, sin(P)=0.
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// sunVec = (sin(0)×B×1, 1, B×0) = (0, 1, 0)
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// |sunVec| = 1 regardless of B (because Y is unscaled by B)
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var kf = new SkyKeyframe(
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Begin: 0f,
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SunHeadingDeg: 0f,
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SunPitchDeg: 0f,
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DirColor: Vector3.One,
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DirBright: 2.0f, // anything
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AmbColor: Vector3.One,
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AmbBright: 1f,
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FogColor: Vector3.One,
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FogDensity: 0f);
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var v = SkyStateProvider.RetailSunVector(kf);
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Assert.InRange(v.Length(), 0.99f, 1.01f);
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}
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[Fact]
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public void SunColor_UsesRetailMagnitudeNotDirBrightDirectly()
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{
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// At sun pitch 90° (zenith) with H=0, B=2: |sunVec| = 2.
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// SunColor = DirColor × |sunVec| = (0.5, 0.5, 0.5) × 2 = (1, 1, 1).
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var kf = new SkyKeyframe(
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Begin: 0.5f,
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SunHeadingDeg: 0f,
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SunPitchDeg: 90f,
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DirColor: new Vector3(0.5f, 0.5f, 0.5f),
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DirBright: 2.0f,
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AmbColor: Vector3.One,
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AmbBright: 0.3f,
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FogColor: Vector3.One,
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FogDensity: 0f);
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Assert.InRange(kf.SunColor.X, 0.99f, 1.01f);
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Assert.InRange(kf.SunColor.Y, 0.99f, 1.01f);
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Assert.InRange(kf.SunColor.Z, 0.99f, 1.01f);
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}
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[Fact]
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public void AmbientColor_BoostsByTwentyPercentOfSunVectorLength()
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{
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// |sunVec| = 1 (horizon north), AmbBright = 0.4, AmbColor = (1,1,1).
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// AmbientColor = AmbColor × (AmbBright + 0.2 × |sunVec|)
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// = (1,1,1) × (0.4 + 0.2) = (0.6, 0.6, 0.6).
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var kf = new SkyKeyframe(
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Begin: 0f,
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SunHeadingDeg: 0f,
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SunPitchDeg: 0f,
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DirColor: Vector3.One,
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DirBright: 1f,
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AmbColor: Vector3.One,
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AmbBright: 0.4f,
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FogColor: Vector3.One,
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FogDensity: 0f);
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Assert.InRange(kf.AmbientColor.X, 0.59f, 0.61f);
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}
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[Fact]
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