merge: bring main (A7 lighting Fix A–D + UN-7 + #140 Fix D) into the D.5 branch
Integrates main's 19 commits (A7 outdoor/indoor torch lighting Fix A/B/C/D, GlobalLightPacker, shader updates, UN-7) under the D.5 toolbar/item-model stack (D.5.1/D.5.2/D.5.4/D.5.3a). Auto-merged cleanly except docs/ISSUES.md. Conflict resolved: both lineages used #140 for different issues. Kept main's #140 = "A7 Fix D" (resolved); renumbered the toolbar/selected-object issue to #141 (note added; this branch's commits/spec still reference #140 — immutable). The register auto-merged (AP-46 cites file:line, not #140; UN-7 keeps #140=Fix D). Build + full suite green on the merged tree (2,713 passed / 4 skipped). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# A7 Fix D — warm torch over-brightness on indoor walls (#140)
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**Date:** 2026-06-18 **Milestone:** M1.5 (Indoor world feels right) → A7 lighting
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**Status:** design approved (user pre-approved 2026-06-18); ready for implementation plan.
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**Investigation source of truth:**
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[`docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md`](../../research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md)
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(RESOLVED section) + `claude-memory/reference_retail_ambient_values.md`.
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## Problem
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The Holtburg meeting-hall walls (and outdoor objects near torches) blow out
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**warm/bright** in acdream vs **dim** in retail. Fix A/B/C (shipped) did not touch this.
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The handoff "contradiction" (D3D-FF math `color×100×N·L/d` says walls should go WHITE,
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yet retail is DIM) is **resolved**: the D3D-FF hardware model is the **wrong oracle**
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for these walls. Two SEPARATE retail light systems (Ghidra xrefs, unambiguous):
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- **STATIC lights → CPU vertex BAKE**: `DrawEnvCell` (0x0059F170) →
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`SetStaticLightingVertexColors` (0x0059CFE0) → `calc_point_light` (0x0059C8B0, its
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SOLE caller). Wall torches are STATIC objects → baked into vertex colours.
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- **DYNAMIC lights → D3D hardware FF**: `add_dynamic_light` → `config_hardware_light`
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(0x0059AD30); `minimize_envcell_lighting` (0x0054C170) enables ONLY the dynamic
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subset for a cell. The previously-captured `intensity=100` light is on THIS path.
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`calc_point_light` is mathematically **bounded**: range gate `d < falloff×1.3`; the
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decisive **per-channel cap `min(scale·color, color)`** (a torch adds at most its own
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sub-1.0 colour, any intensity); caller sums from **BLACK** then clamps the sum to
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`[0,1]` (no ambient/sun in the bake accumulator). White needs many in-range lights;
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a hall has a handful, each warm-capped.
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### Ground truth (live cdb, `tools/cdb/a7-fixd-*.cdb`; `Render::world_lights` @ 0x008672a0)
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Holtburg: **38 static + 2 dynamic** lights.
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| Light | path | type | intensity | falloff | colour (r,g,b) |
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|---|---|---|---|---|---|
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| viewer light | dynamic / HW | point | 2.25 | 10 | (1, 1, 1) white |
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| **portal** | dynamic / HW | point | **100** | 6 | **(0.784, 0, 0.784) magenta** ← the captured "intensity=100"; NOT a wall torch |
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| 38× wall torch | static / **bake** | point | 100 | 3–5 | **(1.0, 0.588, 0.314) orange** / (0.980, 0.843, 0.612) cream |
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Torches carry `intensity=100` too, but the per-channel cap pins each to its warm
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colour ⇒ retail walls go warm, never white.
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## Root cause in acdream (both verified in source)
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Two independent bugs, both touching the meeting-hall walls; this spec fixes both.
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**D-1 (math, primary): unclamped accumulator folding ambient + sun + torches.**
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[`mesh_modern.vert`](../../../src/AcDream.App/Rendering/Shaders/mesh_modern.vert)
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`accumulateLights` starts `lit = uCellAmbient.xyz` (:184), adds sun (:196), adds each
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capped torch (:206), returns UNCLAMPED (:208); the only clamp is `min(lit,1.0)` in
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`mesh_modern.frag:92` after a lightning bump. The per-light cap (vert:180) is faithful.
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But pouring ambient + sun + up-to-8 intensity-100 WARM torches into ONE bucket and
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trimming only at the end overflows to warm-white. Retail clamps the torch sum on its
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OWN (from black); ambient/sun are a separate material-lit term.
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**D-2 (state, compounding): EnvCell shell SSBO binding leak.**
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[`EnvCellRenderer.RenderModernMDIInternal`](../../../src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs)
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binds SSBO 0/1/2/3 only, NEVER **4** (`gLights`) or **5** (`instanceLightIdx`) — which
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the shared `mesh_modern.vert` reads unconditionally (:204-206). Only `WbDrawDispatcher`
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binds 4/5. Indoor `DrawInside` interleaves the two, so a cell shell reads whatever
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LEAKED light set the last `WbDrawDispatcher` draw left bound (a different entity's
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torches, wrong per-instance indices) ⇒ wrong/over-bright walls.
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`LightBake.cs` (verbatim CPU port of the bake) exists but is UNWIRED (zero callers).
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## Design
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Decisions (user, 2026-06-18): **D-1 = small in-shader clamp split** (not a CPU bake);
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**D-1 + D-2 land together**, single visual verification.
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### D-1 — clamp the torch sum on its own (mirrors `SetStaticLightingVertexColors`)
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In `mesh_modern.vert` `accumulateLights`, give point/spot lights their own accumulator,
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saturate it to `[0,1]` BEFORE it joins ambient + sun. The per-light cap and
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`pointContribution` are unchanged; the only new operation is one `min(pointAcc, 1.0)`.
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```glsl
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vec3 accumulateLights(vec3 N, vec3 worldPos, int instanceIndex) {
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// ambient + sun = retail's material-lit term
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vec3 lit = uCellAmbient.xyz;
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int activeLights = int(uCellAmbient.w);
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for (int i = 0; i < 8; ++i) {
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if (i >= activeLights) break;
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if (int(uLights[i].posAndKind.w) != 0) continue; // directional only
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vec3 Ldir = -uLights[i].dirAndRange.xyz;
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float ndl = max(0.0, dot(N, Ldir));
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lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl;
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}
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// point/spot torches: their OWN accumulator, clamped to [0,1] (retail baked emissive)
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vec3 pointAcc = vec3(0.0);
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int base = instanceIndex * 8;
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for (int k = 0; k < 8; ++k) {
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int gi = instanceLightIdx[base + k];
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if (gi < 0) continue;
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pointAcc += pointContribution(N, worldPos, gLights[gi]); // per-light cap unchanged
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}
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lit += min(pointAcc, vec3(1.0)); // <-- THE FIX
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return lit; // frag still does final min(lit, 1.0)
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}
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```
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Behaviour change is confined to surfaces whose torch sum currently exceeds 1.0 —
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normally-lit surfaces are byte-identical (no regression). Shared by every mesh using
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this shader (outdoor objects AND cell walls), matching the issue's scope.
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`mesh_modern.frag:92`'s final `min(lit, 1.0)` stays as-is (it clamps the total to the
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retail FF pixel clamp). The lightning bump (frag:89) is unaffected.
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### D-2 — the EnvCell shell binds its OWN light set
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`EnvCellRenderer` must own its lighting like `WbDrawDispatcher` does, instead of reading
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leaked SSBO state. Mirror `WbDrawDispatcher`'s proven pattern
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(`ComputeEntityLightSet`/`AppendCurrentLightSet`/`UploadGlobalLights`):
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1. **Wire `LightManager` in** via `Initialize(...)` (alongside `_shader`). Self-contained
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pass — per `feedback_render_self_contained_gl_state`, EnvCellRenderer already
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re-uploads its own `uViewProjection`; it now also uploads/binds its own lights.
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2. **Binding 4 (global lights):** upload `LightManager.PointSnapshot` itself, packed
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identically to `WbDrawDispatcher.UploadGlobalLights` (the `GlobalLight` SSBO layout:
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`posAndKind`, `dirAndRange`, `colorAndIntensity`, `coneAngleEtc`). Same snapshot →
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same indices both renderers reference. `BuildPointLightSnapshot` is already called
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once per frame before rendering. **Extract the packing into a shared helper** so the
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two renderers cannot drift (a `GlobalLightPacker` in `AcDream.App/Rendering/Wb/` or a
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static on the snapshot type) — do not copy-paste the struct layout.
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3. **Binding 5 (per-instance light set):** per **cell** (keyed on `allInstances[i].CellId`),
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compute the set ONCE with `LightManager.SelectForObject(snapshot, cellCenter,
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cellRadius, set)` (camera-independent; cache per CellId, reuse for all that cell's
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part-instances — like `WbDrawDispatcher` reuses one set per entity). Write the 8-int
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set per instance into a new buffer parallel to `_gpuInstanceTransforms` (same shape
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as `_clipSlotData`); bind at binding 5. On a no-lights frame, fill -1 (shader adds no
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point light) and still bind a ≥1-element buffer so the SSBO is never unbound.
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4. **Cell centre/radius:** world-space bounding sphere of the cell geometry — reuse the
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cell's existing visibility bound (the BSP/AABB sphere already computed for culling).
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The exact field is pinned during planning by reading the cell-storage structs in
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`EnvCellRenderer` / `EnvCellLandblock`; fallback = centre from the cell-part transform
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translation, radius from the cell vertex AABB. **This is the one detail to confirm
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against code in the plan.**
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Order independence: D-1 and D-2 are orthogonal (shader math vs buffer binding) and can
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be implemented in either order, but ship together.
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## Testing (TDD)
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`LightBake.cs` already encodes the correct math: `PointContribution` = per-light capped
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(matches `mesh_modern.vert` pointContribution line-for-line), `ComputeVertexColor` = sum
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reaching point lights → clamp `[0,1]`, skip directional. The new shader `pointAcc` clamp
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mirrors `ComputeVertexColor`'s final clamp exactly.
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New conformance test in `tests/AcDream.Core.Tests/` (e.g. `LightBakeConformanceTests`):
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- **Golden warm torch, bounded:** an orange `(1, 0.588, 0.314)` `intensity=100`
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`falloff=4` (Range = 4×1.3 = 5.2 m) torch lighting a wall vertex (facing it) at
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d = 1, 2, 3, 4, 5 m → result is warm (R ≥ G ≥ B, hue preserved) and **every channel
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≤ 1.0** (never white); at d ≥ Range the contribution is 0 (range gate).
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- **No-blowout under stacking:** 8 overlapping `intensity=100` near-white torches summed
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via `ComputeVertexColor` → each channel clamps to ≤ 1.0 (the `[0,1]` saturate holds).
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- **Hue preserved:** a single orange torch's bounded result keeps B < G < R (warm), not
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desaturated toward white.
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These pin the contract the shader must match. GLSL is not unit-testable in-process
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(standard for this project per the render digest); the shader `pointContribution` +
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`pointAcc` clamp are matched to `LightBake` by **line-for-line review** with the C#
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oracle as the pinned reference (call it out in the implementation commit).
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## Bookkeeping — divergence register
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- **Correct stale row AP-35** (`docs/architecture/retail-divergence-register.md`): it
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describes the point-light path as per-pixel `mesh_modern.frag:52` with the half-Lambert
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wrap "NOT ported". Reality since Fix A (`aa94ced`): per-vertex Gouraud in
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`mesh_modern.vert:163` WITH the wrap ported. Update the row to match; the D-1 clamp
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makes the accumulator MORE faithful (no new deviation introduced).
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- **EnvCell shell per-cell 8-light selection** (D-2) inherits Fix B's existing
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per-object approximation (retail bakes per-VERTEX over the full static list; acdream
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selects up to 8 per cell-sphere then gates per-vertex in-shader). Confirm Fix B's
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register row covers EnvCell shells; extend that row if needed — do NOT add a
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contradicting row.
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## Files
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- `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` — D-1 clamp split.
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- `src/AcDream.App/Rendering/Shaders/mesh_modern.frag` — verify final clamp stays correct
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(expected no change).
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- `src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs` — D-2: `LightManager` ref, per-cell
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light sets, bind SSBO 4 + 5, per-instance light-set buffer.
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- `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (+ a shared `GlobalLightPacker`) —
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extract the binding-4 global-lights packing so both renderers share it.
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- `src/AcDream.App/Rendering/GameWindow.cs` — wire `LightManager` into
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`EnvCellRenderer.Initialize` (minimal).
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- `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs` — new.
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- `docs/architecture/retail-divergence-register.md` — AP-35 update.
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## Acceptance criteria
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- `dotnet build` green; `dotnet test` green including the new conformance test.
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- Conformance test passes on the captured golden torch values (warm, bounded, hue-preserved).
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- Shader `pointContribution` + new `pointAcc` clamp reviewed line-for-line against
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`LightBake` (cited in the commit).
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- AP-35 corrected; any D-2 register note reconciled with Fix B's row.
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- **Visual (user):** outdoor objects near torches no longer blow out warm-white, and the
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Holtburg meeting-hall walls render warm-but-dim like retail.
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## Out of scope (explicit)
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- **Do NOT port the D3D-FF hardware model** (`config_hardware_light`'s
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`color×intensity`, `(0,1,0)=1/d`, `Range=falloff×1.5`) — it lights GfxObjs/dynamics,
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not the baked walls. Wrong oracle (handoff warning stands).
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- **Do NOT** wire the CPU vertex bake (`LightBake.cs` as the runtime path) — chosen
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approach is the in-shader clamp split. `LightBake.cs` stays the test oracle.
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- Sun handling on indoor walls is unchanged (kept in the material-lit term as today);
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any "should indoor walls receive sun at all" refinement is a separate question.
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- The purple portal is correct — do not touch it.
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