diff --git a/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md b/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md new file mode 100644 index 00000000..5af718f8 --- /dev/null +++ b/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md @@ -0,0 +1,114 @@ +# A7 Lighting — Fix A/B/C SHIPPED, Fix D (object torch over-brightness) HANDOFF + +**Date:** 2026-06-18 **Branch:** claude/thirsty-goldberg-51bb9b (merged to main) +**Companion memory:** `claude-memory/reference_retail_ambient_values.md` (all captured +values + cdb recipes) and `reference_retail_chat_colors.md` (cdb method). + +This session made acdream's outdoor + ambient lighting retail-faithful by grounding +everything in **live cdb on the retail client** (no guessing). Three fixes shipped; +a fourth (Fix D — outdoor objects too bright near torches) is fully grounded but +**deliberately NOT implemented** because the math contradicts the observed result — +one more capture is needed first. + +## SHIPPED this session (all on `main`) + +| Fix | Commit | What | Result | +|---|---|---|---| +| **A** | `aa94ced` | point-light SHAPE: per-vertex Gouraud + faithful `calc_point_light` (wrap + norm), per-channel cap | killed the "spotlight" disc — user "way better" | +| **B** | `4345e77` | per-OBJECT light selection (`minimize_object_lighting`): each object picks its own ≤8 lights by its AABB sphere, camera-independent | killed "building lights up as you approach"; a Holtburg view has **129** point lights vs the old global cap of 8 | +| **C** | `57c1135` | sun-vector magnitude: ambient + sun were **~32% too bright** | ambient now matches retail within ~2%; user "general ambient better outside" | + +**Fix B mechanism** (for context): two new SSBOs in `mesh_modern.vert` — binding=4 +GLOBAL light array (`LightManager.PointSnapshot`), binding=5 per-instance 8-int +light set (mirrors the U.3 clip-slot SSBO). `LightManager.SelectForObject` + +`BuildPointLightSnapshot` (pure, TDD). `WbDrawDispatcher` computes each entity's +light set once per entity (like `_currentEntitySlot`), threads it parallel to the +matrices. + +**Fix C mechanism:** `SkyStateProvider.RetailSunVector` had `y = cos(P)` (≈1) — the +PRE-transform value `SkyDesc::GetLighting` writes to its arg5 (0x00500ac9), before +`LScape::set_sky_position`'s world transform. cdb read retail's actual +`LScape::sunlight = (0.2238, ~0, 0.00352)`, magnitude = DirBright. Corrected to the +world-space spherical form `DirBright × (cos P·sin H, cos P·cos H, sin P)`, +`|sunVec| == DirBright`. Feeds BOTH the ambient boost AND the sun colour, so it +dims **terrain + objects + sky** (all read the shared SceneLighting UBO). 18/18 sky +tests green (old tests pinned the inflated magnitude — updated to cdb-verified). + +## KEY LESSON: the "too purple" was NEVER a bug + +The user's side-by-side ("acdream too purple, retail neutral") was a comparison +**across different times of day**. Live cdb at the SAME game time + DayGroup proved +acdream's time, weather (DayGroup selection), AND ambient COLOR all match retail +exactly — the purple `AmbColor=(200,100,255)` is authored per-time-of-day in the +sky dat (twilight = purple, midday = neutral `(230,230,255)`). Only the *brightness* +was wrong (Fix C). Don't re-investigate the purple. + +--- + +## OPEN — Fix D: outdoor OBJECTS too bright near torches + +**Symptom (user, 2026-06-18):** the Holtburg meeting-hall walls blow out warm/bright +in acdream vs dim in retail. Fix A/B/C did NOT touch this. It's the per-object +point-light **contribution on objects**. + +### Grounded (cdb + decomp) — retail's object point-light path +`Render::config_hardware_light` (0x0059ad30) builds the `D3DLIGHT9`: +- `Diffuse = color × intensity` +- `Attenuation = (0, 1, 0)` ⇒ **1/d** (inverse-LINEAR; acdream's `calc_point_light` + is `~1/d²` via norm = distsq·d) +- `Range = falloff × rangeAdjust`, **`rangeAdjust = 1.5`** (0x00820cc4) ⇒ torch Range + = 6×1.5 = **9 m** (LARGER than acdream's falloff×1.3 = 7.8 m — range is NOT why + we're brighter) +- live `LIGHTINFO` captured: torch `type=0 intensity=100 falloff=6`; a 2nd light + `intensity=2.25 falloff=10` +- `d3d_material.Diffuse = (1,1,1)` white (decomp 0x00539774) + +### THE CONTRADICTION (resolve this FIRST next session) +By `mat(1)×color×100×(N·L)×(1/d)`, a torch 3 m away = `color×33` ⇒ retail's walls +SHOULD blow to **WHITE** — but they're **DIM**. Material diffuse, range, and +intensity are all captured and ruled out. So the scaling lives in the building's +**RENDER PATH**, which is unknown. **⚠ DO NOT port the D3D-FF model — by this math it +would make objects BRIGHTER (white), the opposite of the fix.** + +### The decisive next capture +Determine the static building's ACTUAL render path: +- **Hypothesis (a) — MOST LIKELY:** static buildings DON'T use D3D hardware lighting. + They use the `D3DPolyRender::SetStaticLightingVertexColors` BAKE (0x0059cfe0 → + `calc_point_light`), like EnvCells. The `config_hardware_light` lights I captured + were for a DIFFERENT object (player / creature / the purple PORTAL — note the + `intensity=100` could be the portal, not the wall torch). If (a) holds, acdream's + `calc_point_light` is the RIGHT model and the over-brightness is the **per-channel + cap** (`min(scale×col,col)` lets several torches each reach full colour and sum to + white) and/or **too many torches selected** per object and/or a missing clamp step. +- **Hypothesis (b):** `D3DRS_LIGHTING` off / lights not `LightEnable`'d for the + building draw. +- **How to capture:** break at `SetStaticLightingVertexColors` (0x0059cfe0) and see + whether it's called for the building's mesh (confirms the bake path); and/or + inspect the render state around the static-object `DrawIndexedPrimitive` + (`D3DRS_LIGHTING`, which lights are enabled). Also: at `config_hardware_light`, + dump WHICH object/owner the light is being configured for to identify whether the + `intensity=100` light is the torch or the portal. + +### acdream side — where the fix lands +- acdream runs `calc_point_light` (wrap/norm + per-channel cap) for ALL meshes via + `mesh_modern.vert` `pointContribution` (objects AND cells — Fix A). +- If buildings use the bake, the likely fix is in the **cap / sum / count**, not the + attenuation model. Files: `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` + (`pointContribution` + `accumulateLights`), `src/AcDream.Core/Lighting/LightManager.cs` + (`SelectForObject`), `LightBake.cs` (verbatim calc_point_light, still unwired). + +--- + +## cdb cheat-sheet (all verified this session; binary MATCHES refs/acclient.pdb) +- `bp acclient!SmartBox::SetWorldAmbientLight` (0x004530a0) — arg2=level `[esp+4]`, arg3=color32 `[esp+8]` +- `bp acclient!SkyDesc::GetLighting` (0x00500a80) — arg2=dayFraction `[esp+4]`; `dt acclient!SkyDesc @ecx present_day_group` +- `LScape::sunlight` global @ **0x00841940** (Vector3); `LScape::ambient_level` @ 0x00841770 +- `bp acclient!PrimD3DRender::config_hardware_light` (0x0059ad30) — arg4=LIGHTINFO `[esp+0x10]`; `dt acclient!LIGHTINFO dwo(@esp+0x10) type intensity falloff color` +- `rangeAdjust = 1.5` @ 0x00820cc4; `D3DPolyRender::SetStaticLightingVertexColors` @ 0x0059cfe0 +- Pattern: `.formats poi()` for floats, `dwo()` for dwords, `qd` after N hits to auto-detach (keeps retail alive). User must have retail in-world first. +- acdream probes: `ACDREAM_PROBE_LIGHT=1` (`[light]` ambient+sun line), `ACDREAM_DUMP_SKY=1` (keyframes + dayFraction + DayGroup). + +## Build / run +`dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` (green). Standard +`ACDREAM_LIVE` launch env in CLAUDE.md. Close the client before rebuilding (it locks +the DLLs). 18/18 sky tests + 17/17 LightManager + 36/36 dispatcher clip-slot green. diff --git a/src/AcDream.Core/World/SkyState.cs b/src/AcDream.Core/World/SkyState.cs index 5acf2d39..0120e84a 100644 --- a/src/AcDream.Core/World/SkyState.cs +++ b/src/AcDream.Core/World/SkyState.cs @@ -74,22 +74,15 @@ public readonly record struct SkyKeyframe( /// (see ). /// /// - /// Why |sunVec| instead of DirBright directly: retail's - /// PrimD3DRender::UpdateLightsInternal at 0x0059b57c - /// (decomp line 424118-424119) computes - /// D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²) - /// from the sun vector SkyDesc::GetLighting built at - /// 0x00500ac9 (decomp lines 261343-261353): - /// - /// sunVec.x = sin(H) × DirBright × cos(P) - /// sunVec.y = cos(P) // NOT scaled by DirBright - /// sunVec.z = DirBright × sin(P) - /// - /// Because Y is unscaled by DirBright, |sunVec| ≠ - /// DirBright in general — it varies with sun pitch and heading. - /// Using DirBright alone underweighted the warm directional - /// term, letting the cool ambient/fog dominate ⇒ acdream rendered - /// blue-white at keyframes where retail looked warm-gray. + /// |sunVec| is retail's D3DLIGHT9.Diffuse = DirColor × sqrt(x²+y²+z²) + /// scaling (PrimD3DRender::UpdateLightsInternal 0x0059b57c, decomp + /// 424118-424119) of the WORLD-space sun vector (LScape::sunlight). + /// Because is now the + /// DirBright-scaled spherical vector (magnitude == DirBright, cdb-verified — + /// see that method), |sunVec| == DirBright, so this is effectively + /// SunColor = DirColor × DirBright. (A prior bug used the un-transformed + /// y=cos(P) vector ⇒ |sunVec|≈1.06 ⇒ the sun was ~4–5× too bright at dawn/dusk; + /// [[reference-retail-ambient-values]].) /// /// public Vector3 SunColor => DirColor * SkyStateProvider.RetailSunVector(this).Length(); @@ -301,21 +294,35 @@ public sealed class SkyStateProvider } /// - /// Retail's raw sun vector (NOT normalized) — the same vector - /// SkyDesc::GetLighting writes at 0x00500ac9 - /// (decomp lines 261343, 261352, 261353): + /// Retail's world-space sun vector (NOT normalized): the standard + /// spherical-to-cartesian direction (East=x, North=y, Up=z) scaled by + /// DirBright: /// - /// sunVec.x = sin(H_rad) × DirBright × cos(P_rad) - /// sunVec.y = cos(P_rad) // NOT scaled by DirBright - /// sunVec.z = DirBright × sin(P_rad) + /// sunVec.x = DirBright × cos(P) × sin(H) + /// sunVec.y = DirBright × cos(P) × cos(H) + /// sunVec.z = DirBright × sin(P) /// - /// Y is unscaled by brightness on purpose — that's what makes - /// |sunVec|DirBright in general (the magnitude varies - /// with pitch/heading, which is the basis for retail's "sun is brighter - /// in some configurations than others" lighting behavior). The shader's - /// uSunDir uniform uses the NORMALIZED vector for N·L; the - /// magnitude feeds intensity and - /// the ambient brightness boost in . + /// so |sunVec| == DirBright exactly (cos²P·(sin²H+cos²H)+sin²P = 1). + /// + /// + /// GROUNDED IN A LIVE cdb CAPTURE (2026-06-18, [[reference-retail-ambient-values]]): + /// retail's LScape::sunlight read at a dawn keyframe (H=90°, P=0.9°, + /// DirBright≈0.224) = (0.2238, ~0, 0.00352) — y≈0, magnitude 0.224 = + /// DirBright. That fed level = 0.2·|sunlight| + ambient_level = 0.2·0.224 + + /// 0.40 = 0.445, matching the captured SetWorldAmbientLight level. + /// + /// + /// PRIOR BUG: an earlier version returned y = cos(P) (≈1) — the raw + /// PRE-transform value the decomp's SkyDesc::GetLighting writes to its + /// arg5 (0x00500ac9, before LScape::set_sky_position's world + /// transform). Porting that un-transformed vector inflated |sunVec| to + /// ~1.06 instead of ~0.22, over-brightening BOTH the ambient boost + /// () AND the sun colour + /// () by ~30% vs retail. The world-space + /// form above is what LScape::sunlight actually holds at runtime. + /// + /// The shader uses the NORMALIZED vector for N·L; the magnitude (= DirBright) + /// feeds the sun-colour intensity and the ambient brightness boost. /// public static Vector3 RetailSunVector(SkyKeyframe kf) { @@ -325,9 +332,9 @@ public sealed class SkyStateProvider float sinP = MathF.Sin(p); float B = kf.DirBright; return new Vector3( - MathF.Sin(h) * B * cosP, // x = sin(H) × B × cos(P) - cosP, // y = cos(P) ← unscaled by B - B * sinP); // z = B × sin(P) + B * cosP * MathF.Sin(h), // x = DirBright × cos(P) × sin(H) + B * cosP * MathF.Cos(h), // y = DirBright × cos(P) × cos(H) + B * sinP); // z = DirBright × sin(P) } /// diff --git a/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs b/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs index d07d0a64..4ceeddba 100644 --- a/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs +++ b/tests/AcDream.Core.Tests/World/SkyDescLoaderTests.cs @@ -100,22 +100,23 @@ public sealed class SkyDescLoaderTests { // The loader stores DirColor and DirBright RAW. The SunColor property // composes them via |sunVec| per retail's UpdateLightsInternal at - // 0x59b57c (decomp 424118) — the diffuse magnitude is sqrt(x²+y²+z²) - // where the sun vector is built from heading/pitch/brightness with - // Y unscaled by brightness (decomp 261352). + // 0x59b57c (decomp 424118) — diffuse = DirColor × |LScape::sunlight|. + // cdb-verified (reference-retail-ambient-values): |LScape::sunlight| == + // DirBright for every keyframe (world-space spherical vector, magnitude + // DirBright·sqrt(cos²P+sin²P) = DirBright). // // For this region: H=180°, P=70°, B=1.5 - // sunVec = (sin(180)*1.5*cos(70), cos(70), 1.5*sin(70)) - // = (0, 0.342, 1.410) - // |sunVec| = sqrt(0 + 0.117 + 1.988) = 1.4509 + // sunVec = 1.5 × (cos(70)·sin(180), cos(70)·cos(180), sin(70)) + // = (0, -0.513, 1.410) + // |sunVec| = sqrt(0 + 0.263 + 1.988) = 1.500 (= DirBright) // DirColor.X = 200/255 = 0.7843 - // SunColor.X = 0.7843 × 1.4509 = 1.138 + // SunColor.X = 0.7843 × 1.500 = 1.1765 var region = MakeRegion(dirBright: 1.5f, rBgrOrder: 200); var loaded = SkyDescLoader.LoadFromRegion(region); Assert.NotNull(loaded); var kf = loaded!.DayGroups[0].SkyTimes[0].Keyframe; - Assert.InRange(kf.SunColor.X, 1.13f, 1.15f); + Assert.InRange(kf.SunColor.X, 1.17f, 1.18f); } [Fact] diff --git a/tests/AcDream.Core.Tests/World/SkyStateTests.cs b/tests/AcDream.Core.Tests/World/SkyStateTests.cs index 1c677204..3d87da00 100644 --- a/tests/AcDream.Core.Tests/World/SkyStateTests.cs +++ b/tests/AcDream.Core.Tests/World/SkyStateTests.cs @@ -66,24 +66,33 @@ public sealed class SkyStateTests } [Fact] - public void RetailSunVector_AtHorizonNorth_MagnitudeIsOne() + public void RetailSunVector_MagnitudeAlwaysEqualsDirBright() { - // Sun on horizon to the north (H=0°, P=0°): cos(P)=1, sin(P)=0. - // sunVec = (sin(0)×B×1, 1, B×0) = (0, 1, 0) - // |sunVec| = 1 regardless of B (because Y is unscaled by B) - var kf = new SkyKeyframe( - Begin: 0f, - SunHeadingDeg: 0f, - SunPitchDeg: 0f, - DirColor: Vector3.One, - DirBright: 2.0f, // anything - AmbColor: Vector3.One, - AmbBright: 1f, - FogColor: Vector3.One, - FogDensity: 0f); + // cdb-verified (2026-06-18, reference-retail-ambient-values): retail's + // world-space LScape::sunlight = DirBright × (cosP·sinH, cosP·cosH, sinP), + // whose magnitude is DirBright·sqrt(cos²P·(sin²H+cos²H)+sin²P) = DirBright + // for ALL headings/pitches. (The prior y=cos(P) port gave |sunVec|≈1 at the + // horizon — that was the ~30% over-bright bug.) + // Horizon north (H=0°, P=0°): (0, B, 0), |.| = B. + var horizon = new SkyKeyframe( + Begin: 0f, SunHeadingDeg: 0f, SunPitchDeg: 0f, + DirColor: Vector3.One, DirBright: 2.0f, + AmbColor: Vector3.One, AmbBright: 1f, + FogColor: Vector3.One, FogDensity: 0f); + Assert.InRange(SkyStateProvider.RetailSunVector(horizon).Length(), 1.99f, 2.01f); - var v = SkyStateProvider.RetailSunVector(kf); - Assert.InRange(v.Length(), 0.99f, 1.01f); + // Reproduce the live cdb capture: dawn keyframe H=90°, P=0.9°, DirBright=0.224 + // → LScape::sunlight = (0.2238, ~0, 0.00352), magnitude 0.224 = DirBright. + var dawn = new SkyKeyframe( + Begin: 0f, SunHeadingDeg: 90f, SunPitchDeg: 0.9f, + DirColor: Vector3.One, DirBright: 0.224f, + AmbColor: Vector3.One, AmbBright: 0.40f, + FogColor: Vector3.One, FogDensity: 0f); + var v = SkyStateProvider.RetailSunVector(dawn); + Assert.InRange(v.X, 0.223f, 0.225f); // DirBright·cosP·sin(90°) ≈ 0.224 + Assert.InRange(v.Y, -0.001f, 0.001f); // DirBright·cosP·cos(90°) ≈ 0 (was the bug: ≈1) + Assert.InRange(v.Z, 0.003f, 0.004f); // DirBright·sin(0.9°) ≈ 0.0035 + Assert.InRange(v.Length(), 0.223f, 0.225f); // = DirBright } [Fact]