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.
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12 changed files with 1217 additions and 43 deletions
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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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