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
commit
05a8a7209f
3 changed files with 186 additions and 28 deletions
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@ -67,19 +67,48 @@ public readonly record struct SkyKeyframe(
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FogMode FogMode = FogMode.Linear)
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FogMode FogMode = FogMode.Linear)
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{
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{
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/// <summary>
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/// <summary>
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/// Final directional sun color used by the shader =
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/// Final directional sun color the shader feeds into N·L lighting.
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/// <see cref="DirColor"/> × <see cref="DirBright"/>. Computed property
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/// Retail-faithful magnitude formula:
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/// so the storage stays as separate channels (for retail-faithful
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/// <code>SunColor = DirColor × |sunVec|</code>
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/// keyframe interpolation) while the shader interface stays simple.
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/// where <c>sunVec</c> is retail's heading+pitch+brightness vector
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/// (see <see cref="SkyStateProvider.RetailSunVector"/>).
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///
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/// <para>
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/// Why <c>|sunVec|</c> instead of <c>DirBright</c> directly: retail's
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/// <c>PrimD3DRender::UpdateLightsInternal</c> at <c>0x0059b57c</c>
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/// (decomp line 424118-424119) computes
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/// <code>D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²)</code>
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/// from the sun vector <c>SkyDesc::GetLighting</c> built at
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/// <c>0x00500ac9</c> (decomp lines 261343-261353):
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/// <code>
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/// sunVec.x = sin(H) × DirBright × cos(P)
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/// sunVec.y = cos(P) // NOT scaled by DirBright
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/// sunVec.z = DirBright × sin(P)
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/// </code>
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/// Because Y is unscaled by <c>DirBright</c>, <c>|sunVec|</c> ≠
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/// <c>DirBright</c> in general — it varies with sun pitch and heading.
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/// Using <c>DirBright</c> alone underweighted the warm directional
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/// term, letting the cool ambient/fog dominate ⇒ acdream rendered
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/// blue-white at keyframes where retail looked warm-gray.
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/// </para>
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/// </summary>
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/// </summary>
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public Vector3 SunColor => DirColor * DirBright;
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public Vector3 SunColor => DirColor * SkyStateProvider.RetailSunVector(this).Length();
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/// <summary>
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/// <summary>
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/// Final ambient color used by the shader =
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/// Final ambient color the shader feeds into the per-vertex tint.
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/// <see cref="AmbColor"/> × <see cref="AmbBright"/>. See
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/// Retail-faithful magnitude formula:
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/// <see cref="SunColor"/> for the rationale.
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/// <code>AmbientColor = AmbColor × (AmbBright + 0.2 × |sunVec|)</code>
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/// matching <c>SmartBox::SetWorldAmbientLight</c> as called at
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/// <c>0x0050560b</c> (decomp line 267117):
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/// <code>SetWorldAmbientLight(sqrt(|sunVec|²) × 0.2 + ambient_level, ambient_color)</code>
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/// Retail boosts the ambient brightness by 20% of the sun-vector
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/// magnitude — i.e. ambient feels warmer when the sun is up, cooler
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/// at night. acdream previously used <c>AmbBright</c> alone, which
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/// is roughly 44% too dim mid-day ⇒ contributed to the blue-white
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/// bias because the warm fill was missing.
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/// </summary>
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/// </summary>
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public Vector3 AmbientColor => AmbColor * AmbBright;
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public Vector3 AmbientColor =>
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AmbColor * (AmbBright + 0.2f * SkyStateProvider.RetailSunVector(this).Length());
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}
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}
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/// <summary>
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/// <summary>
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@ -271,22 +300,52 @@ public sealed class SkyStateProvider
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return aDeg + delta * u;
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return aDeg + delta * u;
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}
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}
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/// <summary>
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/// Retail's raw sun vector (NOT normalized) — the same vector
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/// <c>SkyDesc::GetLighting</c> writes at <c>0x00500ac9</c>
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/// (decomp lines 261343, 261352, 261353):
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/// <code>
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/// sunVec.x = sin(H_rad) × DirBright × cos(P_rad)
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/// sunVec.y = cos(P_rad) // NOT scaled by DirBright
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/// sunVec.z = DirBright × sin(P_rad)
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/// </code>
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/// Y is unscaled by brightness on purpose — that's what makes
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/// <c>|sunVec|</c> ≠ <c>DirBright</c> in general (the magnitude varies
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/// with pitch/heading, which is the basis for retail's "sun is brighter
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/// in some configurations than others" lighting behavior). The shader's
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/// <c>uSunDir</c> uniform uses the NORMALIZED vector for N·L; the
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/// magnitude feeds <see cref="SkyKeyframe.SunColor"/> intensity and
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/// the ambient brightness boost in <see cref="SkyKeyframe.AmbientColor"/>.
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/// </summary>
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public static Vector3 RetailSunVector(SkyKeyframe kf)
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{
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float h = kf.SunHeadingDeg * (MathF.PI / 180f);
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float p = kf.SunPitchDeg * (MathF.PI / 180f);
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float cosP = MathF.Cos(p);
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float sinP = MathF.Sin(p);
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float B = kf.DirBright;
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return new Vector3(
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MathF.Sin(h) * B * cosP, // x = sin(H) × B × cos(P)
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cosP, // y = cos(P) ← unscaled by B
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B * sinP); // z = B × sin(P)
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}
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/// <summary>
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/// <summary>
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/// World-space sun direction unit vector pointing FROM the surface
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/// World-space sun direction unit vector pointing FROM the surface
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/// TOWARDS the sun. Derived from heading + pitch in the returned
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/// TOWARDS the sun, derived from <see cref="RetailSunVector"/> and
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/// keyframe — shader sunDir uniform should use -this so lighting
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/// normalized. The shader sunDir uniform should use this directly
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/// math (N·L) works correctly for the side facing the sun.
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/// (or -this if the lighting math wants the L-vector pointing AT the
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/// surface). The previous implementation used standard spherical
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/// coordinates (sin(H)cos(P), cos(H)cos(P), sin(P)) which didn't match
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/// retail's deliberate Y-decoupled-from-heading convention. Switching
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/// to the retail vector subtly tilts the lighting on objects but
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/// matches retail's screenshots when both clients view the same scene.
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/// </summary>
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/// </summary>
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public static Vector3 SunDirectionFromKeyframe(SkyKeyframe kf)
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public static Vector3 SunDirectionFromKeyframe(SkyKeyframe kf)
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{
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{
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float yaw = kf.SunHeadingDeg * (MathF.PI / 180f);
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var v = RetailSunVector(kf);
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float pit = kf.SunPitchDeg * (MathF.PI / 180f);
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float len = v.Length();
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// Heading 0 = +Y (north), +X=east. Pitch up from horizon.
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return len > 1e-6f ? v / len : Vector3.UnitZ;
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float cosP = MathF.Cos(pit);
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return new Vector3(
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MathF.Sin(yaw) * cosP,
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MathF.Cos(yaw) * cosP,
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MathF.Sin(pit));
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}
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}
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}
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}
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@ -73,15 +73,26 @@ public sealed class SkyDescLoaderTests
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}
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}
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[Fact]
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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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{
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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 region = MakeRegion(dirBright: 1.5f, rBgrOrder: 200);
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var loaded = SkyDescLoader.LoadFromRegion(region);
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var loaded = SkyDescLoader.LoadFromRegion(region);
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Assert.NotNull(loaded);
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Assert.NotNull(loaded);
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var kf = loaded!.DayGroups[0].SkyTimes[0].Keyframe;
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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, 1.13f, 1.15f);
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Assert.InRange(kf.SunColor.X, 1.17f, 1.19f);
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}
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}
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[Fact]
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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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}
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[Fact]
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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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{
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var sky = SkyStateProvider.Default();
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var sky = SkyStateProvider.Default();
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var dawn = sky.Interpolate(0.25f);
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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 noon = sky.Interpolate(0.5f);
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var midPt = sky.Interpolate(0.375f);
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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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// The RAW per-channel inputs (DirColor, AmbColor, brightness scalars)
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float low = System.Math.Min(dawn.SunColor.Y, noon.SunColor.Y);
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// lerp linearly between adjacent keyframes — that's the retail-faithful
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float high = System.Math.Max(dawn.SunColor.Y, noon.SunColor.Y);
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// separate-channel interpolation. The composite SunColor / AmbientColor
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Assert.InRange(midPt.SunColor.Y, low, high);
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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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}
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[Fact]
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[Fact]
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