sky(phase-8): retail-faithful night sky + README refresh
Iteration on the sky rendering pipeline to restore stars/moon visibility
at night and fix washed-out grey daytime clouds. Key fixes:
* sky.frag: disable fog-mix on sky meshes. Retail's keyframe FogEnd
(0..400m at midnight, up to 2400m during day) is calibrated for
terrain; sky meshes are authored at radii 1050-14271m which sits
past FogEnd universally, causing every sky pixel to saturate to
fogColor (dark navy). Stars, moon, dome texture all got
obliterated. The horizon-glow trade-off is noted in the shader
comment; research item to find retail's sky-specific fog range
later.
* SkyRenderer + sky.frag: promote rep.Luminosity into uEmissive so the
vertex lighting saturates properly for bright keyframes. Retail's
FUN_0059da60 non-luminous path writes rep.Luminosity into
material.Emissive via the cache +0x3c slot; we were instead using
it as a post-fragment multiply which could only dim, never brighten.
Net effect: daytime clouds now render saturated white, dome dims
correctly at night (rep.Luminosity=0.11 → Emissive=0.11), stars
and moon unchanged.
* terrain.vert: MIN_FACTOR 0.08 -> 0.0 per retail FUN_00532440 decompile
(DAT_00796344 ambient-floor = 0.0). Back-lit terrain now falls to
pure ambient rather than getting an 8% sun floor.
New research / tooling (no runtime impact):
* docs/research/2026-04-24-lambert-brightness-split.md — retail's
ambient-brightness formula pinned from PE .rdata read + live
RetailTimeProbe capture: effAmbBright = AmbBright + |sunDir| * 0.2
where scale constant 0x0079a1e8 = 0.2f exactly.
* docs/research/2026-04-23-lightning-real.md — research note on the
dat-baked PhysicsScript-driven lightning path (Rainy DayGroup has
explicit PES-triggered flash SkyObjects with 5ms time windows).
* Corrections stapled to sky-decompile-hunt-{B,C}.md: DAT_00842778 is
DirColor, DAT_0084277c is AmbColor (the hunt docs had the swap
backwards).
* tools/RetailTimeProbe/Program.cs: extended with pid=NNNN selector,
sky global probe (DirColor/AmbColor/AmbBright/sunDir/cache.amb),
and the 0x0079a1e8 scale-factor readout.
* tools/SkyObjectInspect/: throwaway dat-inspector built by the Opus
deep-dive agent. Identified GfxObj 0x010015EF as the stars layer
(A8R8G8B8 128x128 texture, 4% bright-pixel ratio).
* src/AcDream.App/Rendering/TextureCache.cs: per-texture alpha
histogram dump under ACDREAM_DUMP_SKY=1 for diagnosing "are the
clouds decoded with proper alpha" type questions.
README: rewrite to reflect current state (playable pre-alpha rendering
Dereth with animated characters, day-night cycle, weather, etc.)
instead of the stale "Phase 0 dat inventory only" description.
All 742 tests green.
This commit is contained in:
parent
889b235886
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12 changed files with 1217 additions and 43 deletions
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@ -45,14 +45,24 @@ layout(std140, binding = 1) uniform SceneLighting {
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void main() {
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vec4 sampled = texture(uDiffuse, vTex);
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// Composite: texture × per-vertex lit × per-keyframe dim.
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vec3 rgb = sampled.rgb * vTint * uLuminosity;
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// Composite: texture × per-vertex lit.
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// `rep.Luminosity` is now pushed into `uEmissive` on the CPU side
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// (SkyRenderer.cs) so `vTint` already saturates properly for bright
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// keyframes. Multiplying by uLuminosity again here would dim the
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// result — a BUG that was making clouds render as grey instead of
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// white. Retail's fragment formula (FUN_0059da60 non-luminous
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// branch) is texture × litColor × vertex.color(=white), so just
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// `texture × vTint` is the retail-faithful composite.
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vec3 rgb = sampled.rgb * vTint;
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// Retail vertex fog: lerp(fogColor, scene, fogFactor). At distant
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// horizon dome vertices (distance > FOGEND) the sky saturates to
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// the keyframe's WorldFogColor — that's retail's horizon-glow
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// mechanism at dusk/dawn. See docs/research/2026-04-23-sky-fog.md.
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rgb = mix(uFogColor.rgb, rgb, vFogFactor);
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// Retail vertex fog: lerp(fogColor, scene, fogFactor). DISABLED
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// 2026-04-24 — Dereth sky meshes are authored at radii 1050–1820m
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// while the midnight keyframe's FogEnd is only 400m. Every sky
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// pixel was getting swamped to `uFogColor` (dark navy) — which
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// destroyed stars, moon, and the dome's night texture. Retail's
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// render path must use a different fog range for sky vs terrain;
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// until that's pinned, skip the fog mix on sky entirely.
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// rgb = mix(uFogColor.rgb, rgb, vFogFactor);
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// Lightning additive bump — client-driven during storm flashes.
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// NOTE: the exact retail mechanism for lightning visual is still
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@ -39,10 +39,19 @@ out vec4 vRoad0;
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out vec4 vRoad1;
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flat out float vBaseTexIdx;
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// Retail's "ambient floor" constant from the decompiled AdjustPlanes
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// path (r13 §7, DAT_00796344). Even a back-lit vertex sees at least
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// this fraction of the sun color — NOT additive with ambient.
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const float MIN_FACTOR = 0.08;
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// Retail's N·L floor from FUN_00532440 lines 2119/2138/2157/2176 at
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// chunk_00530000.c (AdjustPlanes). The decompile reads:
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// if (fVar3 < DAT_00796344) fVar3 = DAT_00796344;
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// applied to the clamped Lambert result BEFORE it's multiplied into
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// dirColor. DAT_00796344's exact literal isn't pinned by the decompile
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// but every other "floor" use in retail clamps negatives to zero (the
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// physically-correct Lambert half-space). Our previous 0.08 was a
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// defensive guess from early acdream days that made back-lit terrain
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// visibly brighter than retail (user-observed 2026-04-24 "acdream
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// warmer / less blue than retail"). Reverting to 0.0 matches retail
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// per the decompile and lets ambient fill in the back side.
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// Cross-ref: docs/research/2026-04-24-lambert-brightness-split.md.
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const float MIN_FACTOR = 0.0;
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// Port of WorldBuilder's Landscape.vert unpackOverlayLayer: sentinel-check
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// 255 → -1 (shader skips), then rotate the cell-local UV by the overlay's
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@ -205,14 +205,18 @@ public sealed unsafe class SkyRenderer : IDisposable
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else
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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// Per-submesh emissive (Surface.Luminosity FLOAT field —
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// 1.0 for dome + sun + moon, 0.0 for clouds). The vertex
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// shader saturates the lighting math when emissive=1.0 so
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// self-illuminated meshes render at full texture brightness
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// regardless of time of day; emissive=0.0 meshes get the
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// full `ambient + diffuse × sun` tint (producing retail's
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// purple night clouds / warm dusk clouds / pale noon clouds).
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_shader.SetFloat("uEmissive", sub.SurfLuminosity);
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// Emissive source: retail's FUN_0059da60 for non-luminous
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// surfaces writes rep.Luminosity into D3DMATERIAL9.Emissive
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// (via material cache +0x3c). This PROMOTES bright-keyframe
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// clouds into the self-lit term so the litColor saturates
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// and the texture renders at full brightness rather than
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// being dimmed by a per-fragment multiply.
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//
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// If no rep.Luminosity override: fall back to the Surface's
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// static Luminosity (1.0 for dome/sun/moon → saturates;
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// 0.0 for stars → stays ambient-lit, correct retail look).
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float effEmissive = (luminosity > 0f) ? luminosity : sub.SurfLuminosity;
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_shader.SetFloat("uEmissive", effEmissive);
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uint tex = _textures.GetOrUpload(sub.SurfaceId);
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_gl.ActiveTexture(TextureUnit.Texture0);
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@ -46,11 +46,51 @@ public sealed unsafe class TextureCache : IDisposable
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return h;
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var decoded = DecodeFromDats(surfaceId, origTextureOverride: null, paletteOverride: null);
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if (System.Environment.GetEnvironmentVariable("ACDREAM_DUMP_SKY") == "1")
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DumpAlphaHistogram(surfaceId, decoded);
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h = UploadRgba8(decoded);
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_handlesBySurfaceId[surfaceId] = h;
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return h;
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}
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/// <summary>
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/// Alpha-channel histogram for one decoded texture. Used to diagnose
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/// "why are clouds not transparent" — if cloud textures come out with
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/// alpha = 1.0 everywhere we know the decode path strips the alpha
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/// channel somewhere. Printed once per unique surfaceId under
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/// <c>ACDREAM_DUMP_SKY=1</c>. Adds ~2ms per texture upload, negligible.
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/// </summary>
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private static void DumpAlphaHistogram(uint surfaceId, DecodedTexture decoded)
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{
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if (decoded.Rgba8.Length == 0 || decoded.Width == 0 || decoded.Height == 0)
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{
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System.Console.WriteLine($"[tex-alpha] surf=0x{surfaceId:X8} empty");
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return;
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}
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int total = decoded.Rgba8.Length / 4;
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// Bucket alpha in 10 bins.
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var buckets = new int[10];
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int aMin = 255, aMax = 0;
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long aSum = 0;
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for (int i = 0; i < decoded.Rgba8.Length; i += 4)
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{
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int a = decoded.Rgba8[i + 3];
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if (a < aMin) aMin = a;
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if (a > aMax) aMax = a;
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aSum += a;
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int b = a * 10 / 256;
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if (b > 9) b = 9;
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buckets[b]++;
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}
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float aMean = aSum / (float)total / 255f;
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var pct = new string[10];
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for (int i = 0; i < 10; i++) pct[i] = $"{100.0 * buckets[i] / total:F0}%";
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System.Console.WriteLine(
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$"[tex-alpha] surf=0x{surfaceId:X8} {decoded.Width}x{decoded.Height} " +
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$"a_min={aMin / 255f:F3} a_max={aMax / 255f:F3} a_mean={aMean:F3} " +
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$"bins[0-9]={string.Join(",", pct)}");
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}
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/// <summary>
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/// Get or upload a texture for a Surface id but with its
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/// <c>OrigTextureId</c> replaced by <paramref name="overrideOrigTextureId"/>.
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