feat(world): Phase G.1 data model — dat-accurate SkyKeyframe + WeatherSystem

Expand the SkyKeyframe record with retail-exact fog fields (FogStart,
FogEnd, FogMode) per r12 §5. The existing FogDensity field is retained
for backwards compat with tests that pin it; new shipping code reads
FogStart / FogEnd / FogMode directly.

Add WeatherSystem (WeatherKind + EnvironOverride enum + 10s transition
ease + deterministic per-day-index roll) matching r12 §6.1. Roll weights
are ~60% Clear / 20% Overcast / 12% Rain / 5% Snow / 3% Storm — tuned
against retail observations. Storm mode triggers lightning flashes
every 8–30 s via an exponential-decay (200ms τ) flash level that the
shader consumes as an additive scene bump.

Add SkyDescLoader that parses the Region dat (0x13000000) into
LoadedSkyDesc — DayGroupData with SkyObjectData (visibility window +
arc sweep), per-keyframe SkyObjectReplaceData, and a shader-ready
SkyStateProvider builder. Sun/ambient colors are pre-multiplied by
DirBright/AmbBright so the shader never needs to know about retail's
scalar brightness field.

19 new tests (weather determinism, transition ease, environ override
tint, flash decay, dat-load conversion with fog + pre-mult colors).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-19 10:29:33 +02:00
parent 63b6922fc2
commit 0df1c5b4a6
5 changed files with 982 additions and 31 deletions

View file

@ -5,25 +5,53 @@ using System.Numerics;
namespace AcDream.Core.World;
/// <summary>
/// One sky keyframe — the lighting + fog state for a specific day-fraction.
/// Multiple keyframes across [0, 1) interpolate linearly (with angular
/// wrap on sun direction) to produce the current sky state.
/// Fog modes mirroring retail's <c>D3DFOGMODE</c>. Retail only ever uses
/// <see cref="Off"/> and <see cref="Linear"/>; the Exp variants are
/// supported by the dat schema but never appear in shipped data. See r12
/// §5 and <c>SkyTimeOfDay.WorldFog</c> (dat <c>uint</c>).
/// </summary>
public enum FogMode
{
Off = 0,
Linear = 1,
Exp = 2,
Exp2 = 3,
}
/// <summary>
/// One sky keyframe — the full lighting + fog state for a specific
/// day-fraction. Multiple keyframes across <c>[0, 1)</c> interpolate
/// linearly (with angular-shortest-arc wrap on sun direction) to produce
/// the current sky state.
///
/// <para>
/// Retail's <c>SkyTimeOfDay</c> dat struct carries this exact data plus
/// references to sky objects (sun mesh, moon mesh, cloud layer) which
/// belong to the renderer. This class exposes the lighting-relevant
/// subset — sun direction, sun color, ambient color, fog.
/// belong to the renderer. This record exposes the shader-relevant
/// subset — sun direction, sun color, ambient color, linear fog. See
/// <c>references/DatReaderWriter/DatReaderWriter/Generated/Types/SkyTimeOfDay.generated.cs</c>
/// and r12 §4 + §5.
/// </para>
///
/// <para>
/// Colors are in LINEAR RGB, already pre-multiplied by their brightness
/// scalar so the shader can plug them straight into the UBO without
/// knowing about <c>DirBright</c> / <c>AmbBright</c>. Range is loosely
/// [0, N] — retail dusk tints have channels above 1.0 and the frag
/// shader clamps after lighting math.
/// </para>
/// </summary>
public readonly record struct SkyKeyframe(
float Begin, // [0, 1] day-fraction this keyframe kicks in
float SunHeadingDeg, // compass heading (0=N, 90=E, 180=S, 270=W)
float SunPitchDeg, // elevation above horizon (-90=below, +90=zenith)
Vector3 SunColor, // RGB linear, post-brightness multiply
Vector3 AmbientColor,
float Begin, // [0, 1] day-fraction this keyframe kicks in
float SunHeadingDeg, // compass heading (0=N, 90=E, 180=S, 270=W)
float SunPitchDeg, // elevation above horizon (-90=below, +90=zenith)
Vector3 SunColor, // RGB linear, post-brightness multiply
Vector3 AmbientColor, // RGB linear, post-brightness multiply
Vector3 FogColor,
float FogDensity);
float FogDensity, // retained for tests; derive from FogStart/End
float FogStart = 80f, // meters (retail default ~120 clear, ~40 storm)
float FogEnd = 350f, // meters (retail default ~350 clear, ~150 storm)
FogMode FogMode = FogMode.Linear);
/// <summary>
/// Sky keyframe interpolator — given a day fraction in [0, 1), returns
@ -42,9 +70,8 @@ public readonly record struct SkyKeyframe(
/// with wrap handling.
/// </description></item>
/// <item><description>
/// Lerp every vector component; SLERP the sun direction
/// quaternions to avoid artifacts when heading wraps (e.g. k1.Heading
/// = 350°, k2.Heading = 10°).
/// Lerp every vector component; use shortest-arc lerp for the sun
/// heading so k1=350° → k2=10° doesn't sweep backwards across the sky.
/// </description></item>
/// </list>
/// </para>
@ -64,12 +91,20 @@ public sealed class SkyStateProvider
}
public int KeyframeCount => _keyframes.Count;
public IReadOnlyList<SkyKeyframe> Keyframes => _keyframes;
/// <summary>
/// Default keyframe set based on retail observations — sunrise at 6am,
/// noon at 12pm, sunset at 6pm. Used when the dat-loaded set isn't
/// available yet or the player is in a region whose Region dat
/// doesn't override it.
///
/// <para>
/// Fog values approximate retail clear-weather defaults: ~80m..~350m
/// linear fog with color matching the horizon band so mountains at
/// distance fade into the sky instead of popping at the clip plane.
/// See r12 §5.1.
/// </para>
/// </summary>
public static SkyStateProvider Default()
{
@ -83,7 +118,10 @@ public sealed class SkyStateProvider
SunColor: new Vector3(0.02f, 0.02f, 0.08f), // deep blue
AmbientColor: new Vector3(0.05f, 0.05f, 0.12f),
FogColor: new Vector3(0.02f, 0.02f, 0.05f),
FogDensity: 0.004f),
FogDensity: 0.004f,
FogStart: 30f,
FogEnd: 180f,
FogMode: FogMode.Linear),
new SkyKeyframe(
Begin: 0.25f,
SunHeadingDeg: 90f, // east at dawn
@ -91,7 +129,10 @@ public sealed class SkyStateProvider
SunColor: new Vector3(1.0f, 0.7f, 0.4f), // sunrise warm
AmbientColor: new Vector3(0.4f, 0.35f, 0.3f),
FogColor: new Vector3(0.8f, 0.55f, 0.4f),
FogDensity: 0.002f),
FogDensity: 0.002f,
FogStart: 60f,
FogEnd: 260f,
FogMode: FogMode.Linear),
new SkyKeyframe(
Begin: 0.5f,
SunHeadingDeg: 180f, // south at noon
@ -99,7 +140,10 @@ public sealed class SkyStateProvider
SunColor: new Vector3(1.0f, 0.98f, 0.95f), // bright white-ish
AmbientColor: new Vector3(0.5f, 0.5f, 0.55f),
FogColor: new Vector3(0.7f, 0.75f, 0.85f),
FogDensity: 0.0008f),
FogDensity: 0.0008f,
FogStart: 120f,
FogEnd: 500f,
FogMode: FogMode.Linear),
new SkyKeyframe(
Begin: 0.75f,
SunHeadingDeg: 270f, // west at dusk
@ -107,7 +151,10 @@ public sealed class SkyStateProvider
SunColor: new Vector3(0.95f, 0.4f, 0.25f), // sunset red
AmbientColor: new Vector3(0.35f, 0.25f, 0.25f),
FogColor: new Vector3(0.85f, 0.45f, 0.35f),
FogDensity: 0.002f),
FogDensity: 0.002f,
FogStart: 60f,
FogEnd: 260f,
FogMode: FogMode.Linear),
});
}
@ -145,21 +192,34 @@ public sealed class SkyStateProvider
u = Math.Clamp(u, 0f, 1f);
// Angular lerp for sun heading: pick shortest arc.
float h1 = k1.SunHeadingDeg;
float h2 = k2.SunHeadingDeg;
float delta = h2 - h1;
while (delta > 180f) delta -= 360f;
while (delta < -180f) delta += 360f;
float heading = h1 + delta * u;
float heading = ShortestAngleLerp(k1.SunHeadingDeg, k2.SunHeadingDeg, u);
// Fog mode doesn't interpolate — pick k1's mode (retail uses Linear everywhere).
return new SkyKeyframe(
Begin: t,
Begin: t,
SunHeadingDeg: heading,
SunPitchDeg: k1.SunPitchDeg + (k2.SunPitchDeg - k1.SunPitchDeg) * u,
SunPitchDeg: Lerp(k1.SunPitchDeg, k2.SunPitchDeg, u),
SunColor: Vector3.Lerp(k1.SunColor, k2.SunColor, u),
AmbientColor: Vector3.Lerp(k1.AmbientColor, k2.AmbientColor, u),
FogColor: Vector3.Lerp(k1.FogColor, k2.FogColor, u),
FogDensity: k1.FogDensity + (k2.FogDensity - k1.FogDensity) * u);
FogDensity: Lerp(k1.FogDensity, k2.FogDensity, u),
FogStart: Lerp(k1.FogStart, k2.FogStart, u),
FogEnd: Lerp(k1.FogEnd, k2.FogEnd, u),
FogMode: k1.FogMode);
}
private static float Lerp(float a, float b, float u) => a + (b - a) * u;
/// <summary>
/// Shortest-arc heading lerp: r12 §4. If <c>a=350</c> and <c>b=10</c>
/// the lerp walks 20° forward through 0° rather than 340° backward.
/// </summary>
public static float ShortestAngleLerp(float aDeg, float bDeg, float u)
{
float delta = bDeg - aDeg;
while (delta > 180f) delta -= 360f;
while (delta < -180f) delta += 360f;
return aDeg + delta * u;
}
/// <summary>
@ -185,42 +245,89 @@ public sealed class SkyStateProvider
/// Service that turns server-delivered tick counts into live sky state.
/// Owns the "current time" clock (seeded from server sync, advanced by
/// real-time elapsed between syncs).
///
/// <para>
/// Supports a debug "time override" (slash-command <c>/time 0.5</c>) that
/// forces a specific day fraction regardless of server sync — used for
/// screenshots and visual debugging. The override is transient and gets
/// cleared on the next TimeSync packet.
/// </para>
/// </summary>
public sealed class WorldTimeService
{
private readonly SkyStateProvider _sky;
private SkyStateProvider _sky;
private double _lastSyncedTicks;
private DateTime _lastSyncedWallClockUtc = DateTime.UtcNow;
private float? _debugDayFractionOverride;
/// <summary>
/// Rate at which in-game time advances relative to real time. Retail
/// default is 1.0 (one wall-clock second = one in-game tick). Server
/// config can override via <c>SkyDesc.TickSize</c>; see r12 §1.2.
/// </summary>
public double TickSize { get; set; } = 1.0;
public WorldTimeService(SkyStateProvider sky)
{
_sky = sky ?? throw new ArgumentNullException(nameof(sky));
}
/// <summary>
/// Hot-swap the keyframe source — typically called once at world-load
/// time after the Region dat has been parsed by <see cref="SkyDescLoader"/>.
/// </summary>
public void SetProvider(SkyStateProvider sky)
{
_sky = sky ?? throw new ArgumentNullException(nameof(sky));
}
/// <summary>
/// Set the authoritative tick count from a server TimeSync packet.
/// Clears any debug override.
/// </summary>
public void SyncFromServer(double serverTicks)
{
_lastSyncedTicks = serverTicks;
_lastSyncedWallClockUtc = DateTime.UtcNow;
_debugDayFractionOverride = null;
}
/// <summary>
/// Debug-only: force a specific day fraction in [0, 1). Overrides
/// server-synced time until cleared by <see cref="SyncFromServer"/>
/// or <see cref="ClearDebugTime"/>.
/// </summary>
public void SetDebugTime(float dayFraction)
{
_debugDayFractionOverride = dayFraction;
}
public void ClearDebugTime() => _debugDayFractionOverride = null;
/// <summary>
/// Current ticks at <see cref="DateTime.UtcNow"/>, advanced from the
/// last sync by real-time elapsed seconds.
/// last sync by real-time elapsed seconds times <see cref="TickSize"/>.
/// </summary>
public double NowTicks
{
get
{
double elapsed = (DateTime.UtcNow - _lastSyncedWallClockUtc).TotalSeconds;
return _lastSyncedTicks + elapsed;
return _lastSyncedTicks + elapsed * TickSize;
}
}
/// <summary>Current day fraction in [0, 1).</summary>
public double DayFraction => DerethDateTime.DayFraction(NowTicks);
public double DayFraction
{
get
{
if (_debugDayFractionOverride.HasValue)
return _debugDayFractionOverride.Value;
return DerethDateTime.DayFraction(NowTicks);
}
}
/// <summary>Current sky lighting state.</summary>
public SkyKeyframe CurrentSky => _sky.Interpolate((float)DayFraction);