merge: sky/weather/lighting overhaul branch (Opus agent, 7 commits, +27 tests)
Ships full retail-faithful sky-object rendering, 5-kind weather with deterministic per-day roll + storm lightning, dynamic-lighting shader UBO with retail hard-cutoff semantics, per-entity torch LightSource registration via Setup.Lights, ParticleRenderer for rain/snow, and TimeSync handshake wiring. F7 / F10 debug keys for time/weather cycling. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
commit
48b5e1f1b1
31 changed files with 3057 additions and 129 deletions
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@ -101,7 +101,14 @@ public sealed class DebugOverlay
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int StreamingRadius,
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float MouseSensitivity,
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float ChaseDistance,
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bool RmbOrbit);
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bool RmbOrbit,
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// Phase G.1/G.2 — sky + weather + lighting
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string HourName = "",
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float DayFraction = 0f,
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string Weather = "Clear",
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int ActiveLights = 0,
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int RegisteredLights = 0,
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int ParticleCount = 0);
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public DebugOverlay(TextRenderer text, BitmapFont font)
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{
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@ -205,6 +212,10 @@ public sealed class DebugOverlay
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($"lb {s.LandblocksVisible,3}/{s.LandblocksTotal,3} visible", White),
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($"ent {s.EntityCount,4} anim {s.AnimatedCount,3}", White),
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($"coll {s.ShadowObjectCount,5} radius {s.StreamingRadius}", White),
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// Phase G: sky + weather + dynamic lighting surface.
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($"time {s.DayFraction,5:F2} {s.HourName}", Cyan),
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($"wx {s.Weather,-8} parts {s.ParticleCount,5}", Cyan),
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($"lit {s.ActiveLights}/{s.RegisteredLights} ", Cyan),
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};
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float pad = 10f;
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@ -277,6 +288,8 @@ public sealed class DebugOverlay
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("F4", "toggle debug HUD info panel"),
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("F5", "toggle stats panel"),
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("F6", "toggle compass"),
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("F7", "cycle time-of-day override (none/midnight/dawn/noon/dusk)"),
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("F10", "cycle weather (clear/overcast/rain/snow/storm)"),
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("F", "toggle fly camera"),
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("Tab", "toggle player mode (requires login)"),
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("W A S D", "move (player mode) / fly"),
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@ -388,7 +401,7 @@ public sealed class DebugOverlay
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private void DrawHintBar(Vector2 screenSize)
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{
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string hint = "F1 help F2 wireframes F3 dump F4/F5/F6 panels F8/F9 sens Tab player Hold RMB orbit Wheel zoom";
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string hint = "F1 help F2 wires F3 dump F4/F5/F6 panels F7 time F8/F9 sens F10 weather Tab player RMB orbit Wheel zoom";
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float w = _font.MeasureWidth(hint);
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float pad = 10f;
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float y = screenSize.Y - _font.LineHeight - pad;
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@ -140,6 +140,7 @@ public sealed class GameWindow : IDisposable
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private readonly AcDream.Core.Vfx.EmitterDescRegistry _emitterRegistry = new();
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private AcDream.Core.Vfx.ParticleSystem? _particleSystem;
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private AcDream.Core.Vfx.ParticleHookSink? _particleSink;
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private AcDream.App.Rendering.ParticleRenderer? _particleRenderer;
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// Remote-entity motion inference: tracks when each remote entity last
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// moved meaningfully. Used in TickAnimations to swap to Ready when
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@ -240,6 +241,32 @@ public sealed class GameWindow : IDisposable
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new AcDream.Core.World.WorldTimeService(
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AcDream.Core.World.SkyStateProvider.Default());
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public readonly AcDream.Core.Lighting.LightManager Lighting = new();
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public readonly AcDream.Core.World.WeatherSystem Weather = new();
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// Wired into the hook router in OnLoad so SetLightHook fires
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// from the animation pipeline flip the matching LightSource.IsLit.
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private AcDream.Core.Lighting.LightingHookSink? _lightingSink;
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// Phase G.1 sky renderer + shared UBO. Created once the GL context
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// exists in OnLoad; shared across every other renderer via
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// binding = 1 so terrain/mesh/instanced/sky all read the same
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// sun / ambient / fog / flash data per frame.
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private AcDream.App.Rendering.SceneLightingUboBinding? _sceneLightingUbo;
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private AcDream.App.Rendering.Sky.SkyRenderer? _skyRenderer;
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private AcDream.Core.World.LoadedSkyDesc? _loadedSkyDesc;
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// Current rain/snow emitter handles — spawned on weather-kind change
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// and stopped when the kind leaves Rain/Snow. Non-zero == active.
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private int _rainEmitterHandle;
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private int _snowEmitterHandle;
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private AcDream.Core.World.WeatherKind _lastWeatherKind =
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AcDream.Core.World.WeatherKind.Clear;
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private double _weatherAccum;
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// F7 / F10 debug-cycle steps for time + weather. Initialized out of
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// range of the real values so the first press hits index 0 of the
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// cycle table cleanly.
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private int _timeDebugStep = 0;
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private int _weatherDebugStep = 0;
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// Phase B.2: player movement mode.
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private AcDream.App.Input.PlayerMovementController? _playerController;
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@ -428,6 +455,51 @@ public sealed class GameWindow : IDisposable
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_debugOverlay.Toast($"Compass {(_debugOverlay.ShowCompass ? "ON" : "OFF")}");
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}
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}
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else if (key == Key.F7)
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{
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// Phase G.1: cycle debug time-of-day overrides. Useful for
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// visually verifying the sun arc + keyframe transitions
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// without waiting 30+ real-time hours. Cycle order:
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// clear debug → 0.0 (midnight) → 0.25 (dawn)
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// → 0.5 (noon) → 0.75 (dusk) → clear
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_timeDebugStep = (_timeDebugStep + 1) % 5;
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float? pick = _timeDebugStep switch
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{
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0 => (float?)null, // server time
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1 => 0.0f,
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2 => 0.25f,
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3 => 0.5f,
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4 => 0.75f,
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_ => null,
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};
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if (pick.HasValue)
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{
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WorldTime.SetDebugTime(pick.Value);
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_debugOverlay?.Toast($"Time override = {pick.Value:F2}");
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}
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else
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{
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WorldTime.ClearDebugTime();
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_debugOverlay?.Toast("Time override cleared");
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}
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}
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else if (key == Key.F10)
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{
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// Phase G.1: cycle weather kinds manually. Useful for
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// testing the rain/snow particle systems + storm/light
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// fog without waiting for the daily RNG to hit.
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var kinds = new[]
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{
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AcDream.Core.World.WeatherKind.Clear,
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AcDream.Core.World.WeatherKind.Overcast,
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AcDream.Core.World.WeatherKind.Rain,
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AcDream.Core.World.WeatherKind.Snow,
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AcDream.Core.World.WeatherKind.Storm,
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};
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_weatherDebugStep = (_weatherDebugStep + 1) % kinds.Length;
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Weather.ForceWeather(kinds[_weatherDebugStep]);
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_debugOverlay?.Toast($"Weather = {kinds[_weatherDebugStep]}");
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}
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else if (key == Key.F8 || key == Key.F9)
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{
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// Adjust whichever mode's sensitivity is currently active.
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@ -645,6 +717,12 @@ public sealed class GameWindow : IDisposable
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Path.Combine(shadersDir, "mesh_instanced.vert"),
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Path.Combine(shadersDir, "mesh_instanced.frag"));
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// Phase G.1/G.2: shared scene-lighting UBO. Stays bound at
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// binding=1 for the lifetime of the process — every shader that
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// declares `layout(std140, binding = 1) uniform SceneLighting`
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// reads from this without further intervention.
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_sceneLightingUbo = new SceneLightingUboBinding(_gl);
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_debugLines = new DebugLineRenderer(_gl, shadersDir);
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// Debug HUD: load a system monospace font and set up the text overlay.
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@ -684,6 +762,12 @@ public sealed class GameWindow : IDisposable
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_particleSink = new AcDream.Core.Vfx.ParticleHookSink(_particleSystem);
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_hookRouter.Register(_particleSink);
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// Phase G.2 lighting hooks: SetLightHook flips IsLit on
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// owner-tagged lights so ignite-torch animations light up,
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// extinguish-torch animations go dark.
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_lightingSink = new AcDream.Core.Lighting.LightingHookSink(Lighting);
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_hookRouter.Register(_lightingSink);
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// Phase E.2 audio: init OpenAL + hook sink. Suppressible via
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// ACDREAM_NO_AUDIO=1 for headless tests / broken audio drivers.
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if (Environment.GetEnvironmentVariable("ACDREAM_NO_AUDIO") != "1")
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@ -719,6 +803,35 @@ public sealed class GameWindow : IDisposable
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if (heightTable is null || heightTable.Length < 256)
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throw new InvalidOperationException("Region.LandDefs.LandHeightTable missing or truncated");
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// Phase G.1: parse the full sky descriptor (day groups, keyframes,
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// celestial mesh layers) and swap WorldTime's provider over to the
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// dat-backed keyframes. The stub default provider is only used if
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// the Region lacks HasSkyInfo.
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if (region is not null)
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{
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_loadedSkyDesc = AcDream.Core.World.SkyDescLoader.LoadFromRegion(region);
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if (_loadedSkyDesc is not null)
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{
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WorldTime.SetProvider(_loadedSkyDesc.BuildDefaultProvider());
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WorldTime.TickSize = _loadedSkyDesc.TickSize > 0 ? _loadedSkyDesc.TickSize : 1.0;
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Console.WriteLine(
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$"sky: loaded Region 0x13000000 — {_loadedSkyDesc.DayGroups.Count} day groups, " +
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$"TickSize={_loadedSkyDesc.TickSize}, LightTickSize={_loadedSkyDesc.LightTickSize}");
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if (_loadedSkyDesc.DefaultDayGroup is not null)
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{
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Console.WriteLine(
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$"sky: default group '{_loadedSkyDesc.DefaultDayGroup.Name}' has " +
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$"{_loadedSkyDesc.DefaultDayGroup.SkyObjects.Count} sky objects, " +
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$"{_loadedSkyDesc.DefaultDayGroup.SkyTimes.Count} keyframes");
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}
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}
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}
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// Seed WorldTime to noon so outdoor scenes aren't pitch-black before
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// the server sends its first TimeSync packet (offline rendering in
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// particular never receives one).
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WorldTime.SyncFromServer(AcDream.Core.World.DerethDateTime.DayTicks * 0.5);
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// Build the terrain atlas once from the Region dat.
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var terrainAtlas = AcDream.App.Rendering.TerrainAtlas.Build(_gl, _dats);
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@ -755,6 +868,21 @@ public sealed class GameWindow : IDisposable
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_textureCache = new TextureCache(_gl, _dats);
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_staticMesh = new InstancedMeshRenderer(_gl, _meshShader, _textureCache);
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// Phase G.1 sky renderer — its own shader (sky.vert / sky.frag)
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// with depth writes off + far plane 1e6 so celestial meshes
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// never clip. Shares the TextureCache with the static pipeline.
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var skyShader = new Shader(_gl,
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Path.Combine(shadersDir, "sky.vert"),
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Path.Combine(shadersDir, "sky.frag"));
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_skyRenderer = new AcDream.App.Rendering.Sky.SkyRenderer(
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_gl, _dats, skyShader, _textureCache);
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// Phase G.1 particle renderer — renders rain / snow / spell auras
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// spawned into the shared ParticleSystem as billboard quads.
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// Weather uses AttachLocal emitters so the rain volume follows
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// the player.
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_particleRenderer = new ParticleRenderer(_gl, shadersDir);
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// Phase A.1: replace the one-shot 3×3 preload with a streaming controller.
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// Parse runtime radius from environment (default 2 → 5×5 window).
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// Values outside [0, 8] fall back to the field default of 2.
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@ -778,6 +906,16 @@ public sealed class GameWindow : IDisposable
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radius: _streamingRadius,
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removeTerrain: id =>
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{
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// Phase G.2: release any LightSources attached to entities
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// in this landblock before their records disappear from
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// _worldState — otherwise the LightManager accumulates
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// stale entries for every walk across a landblock boundary.
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if (_lightingSink is not null &&
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_worldState.TryGetLandblock(id, out var lb))
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{
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foreach (var ent in lb!.Entities)
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_lightingSink.UnregisterOwner(ent.Id);
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}
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_terrain?.RemoveLandblock(id);
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_physicsEngine.RemoveLandblock(id);
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_cellVisibility.RemoveLandblock((id >> 16) & 0xFFFFu);
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@ -816,6 +954,11 @@ public sealed class GameWindow : IDisposable
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_liveSession.PositionUpdated += OnLivePositionUpdated;
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_liveSession.TeleportStarted += OnTeleportStarted;
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// Phase G.1: keep the client's day/night clock in sync with
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// server time. Fires once from ConnectRequest (initial seed)
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// and repeatedly on TimeSync-flagged packets.
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_liveSession.ServerTimeUpdated += ticks => WorldTime.SyncFromServer(ticks);
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// Phase F.1-H.1: wire every parsed GameEvent into the right
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// Core state class (chat, combat, spellbook, items). After
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// this one call, server-sent ChannelBroadcast / damage
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@ -2446,6 +2589,32 @@ public sealed class GameWindow : IDisposable
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int scTried = 0, scHaveBounds = 0, scRegistered = 0, scTooThin = 0, scNoBounds = 0;
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foreach (var entity in lb.Entities)
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{
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// Phase G.2: if the entity's Setup has baked-in LightInfos,
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// register them with the LightManager so torches, braziers,
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// and lifestones cast real light on nearby geometry. Hooked
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// via the LightingHookSink so per-entity owner tracking +
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// SetLightHook IsLit toggles all go through one codepath.
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// Only applies to Setup-sourced entities (0x02xxxxxx) — raw
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// GfxObjs don't carry Lights dictionaries.
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if (_lightingSink is not null && _dats is not null)
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{
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uint src = entity.SourceGfxObjOrSetupId;
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if ((src & 0xFF000000u) == 0x02000000u)
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{
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var datSetup = _dats.Get<DatReaderWriter.DBObjs.Setup>(src);
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if (datSetup is not null && datSetup.Lights.Count > 0)
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{
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var loaded = AcDream.Core.Lighting.LightInfoLoader.Load(
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datSetup,
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ownerId: entity.Id,
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entityPosition: entity.Position,
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entityRotation: entity.Rotation);
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foreach (var ls in loaded)
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_lightingSink.RegisterOwnedLight(ls);
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}
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}
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}
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int entityBsp = 0, entityCyl = 0;
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// Treat both procedural scenery (0x80000000+) AND LandBlockInfo
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// stabs (IDs < 0x40000000 with 0x01/0x02 source) as outdoor-entities
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@ -3069,6 +3238,24 @@ public sealed class GameWindow : IDisposable
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private void OnRender(double deltaSeconds)
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{
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// Phase G.1: set the clear color from the current sky's fog
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// tint so the horizon band continues naturally past the
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// rendered geometry. Fog blends to this color at max distance
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// so there's no visible seam. Updated each frame from the
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// interpolated keyframe.
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var kf = WorldTime.CurrentSky;
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var atmo = Weather.Snapshot(in kf);
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var fogColor = atmo.FogColor;
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// Clamp to 0..1 — keyframes may store over-1 values (retail uses the
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// dir-bright scalar pre-multiplied into color) and GL's ClearColor
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// will silently accept them, but some drivers interpret > 1 as
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// "bright clamp", producing ugly pink/green frames.
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_gl!.ClearColor(
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System.Math.Clamp(fogColor.X, 0f, 1f),
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System.Math.Clamp(fogColor.Y, 0f, 1f),
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System.Math.Clamp(fogColor.Z, 0f, 1f),
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1f);
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_gl!.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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// Phase 6.4: advance per-entity animation playback before drawing
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@ -3076,6 +3263,21 @@ public sealed class GameWindow : IDisposable
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if (_animatedEntities.Count > 0)
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TickAnimations((float)deltaSeconds);
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// Phase G.1: weather state machine — deterministic per-day roll
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// + transitions + lightning flash.
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var cal = WorldTime.CurrentCalendar;
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int dayIndex = cal.Year * (AcDream.Core.World.DerethDateTime.DaysInAMonth *
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AcDream.Core.World.DerethDateTime.MonthsInAYear)
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+ (int)cal.Month * AcDream.Core.World.DerethDateTime.DaysInAMonth
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+ (cal.Day - 1);
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Weather.Tick(nowSeconds: _weatherAccum, dayIndex: dayIndex, dtSeconds: (float)deltaSeconds);
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_weatherAccum += deltaSeconds;
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// Update the rain/snow particle emitters when the weather kind
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// changes. Keep the emitters fed by the ParticleSystem tick so
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// visuals stay alive frame-over-frame.
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UpdateWeatherParticles(atmo);
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// Phase E.3: advance live particle emitters AFTER animation tick
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// so emitters spawned by hooks fired this frame get integrated.
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_particleSystem?.Tick((float)deltaSeconds);
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@ -3088,26 +3290,14 @@ public sealed class GameWindow : IDisposable
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var camera = _cameraController.Active;
|
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var frustum = AcDream.App.Rendering.FrustumPlanes.FromViewProjection(camera.View * camera.Projection);
|
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// Never cull the landblock the player is currently on.
|
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uint? playerLb = null;
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if (_playerMode && _playerController is not null)
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{
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var pp = _playerController.Position;
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int plx = _liveCenterX + (int)System.Math.Floor(pp.X / 192f);
|
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int ply = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f);
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playerLb = (uint)((plx << 24) | (ply << 16) | 0xFFFF);
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}
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_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
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||||
// Step 4: portal visibility — determine which interior cells to render.
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// Extract camera world position from the inverse of the view matrix.
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// Extract camera world position from the inverse of the view
|
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// matrix — needed by the scene-lighting UBO (for fog distance)
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// and by the sky renderer (for the camera-centered sky dome).
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System.Numerics.Matrix4x4.Invert(camera.View, out var invView);
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var camPos = new System.Numerics.Vector3(invView.M41, invView.M42, invView.M43);
|
||||
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||||
// Phase E.2 audio: update listener pose so 3D sounds pan/attenuate
|
||||
// correctly relative to where we're looking. Fwd = -Z of the view
|
||||
// matrix (OpenGL convention), up = +Y. Both live in the inverse
|
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// view matrix's basis vectors.
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// correctly relative to where we're looking.
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if (_audioEngine is not null && _audioEngine.IsAvailable)
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||||
{
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var fwd = new System.Numerics.Vector3(-invView.M31, -invView.M32, -invView.M33);
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||||
|
|
@ -3118,9 +3308,44 @@ public sealed class GameWindow : IDisposable
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up.X, up.Y, up.Z);
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||||
}
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||||
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||||
// Step 4: portal visibility — compute BEFORE the UBO upload so
|
||||
// the indoor flag drives the sun's intensity to zero for
|
||||
// dungeons (r13 §13.7).
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||||
var visibility = _cellVisibility.ComputeVisibility(camPos);
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bool cameraInsideCell = visibility?.CameraCell is not null;
|
||||
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||||
// Phase G.1/G.2: feed the sun, tick LightManager, build + upload
|
||||
// the scene-lighting UBO once per frame. Every shader that
|
||||
// consumes binding=1 reads the same data for the rest of the
|
||||
// frame — terrain, static mesh, instanced mesh, sky.
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||||
UpdateSunFromSky(kf, cameraInsideCell);
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||||
Lighting.Tick(camPos);
|
||||
var ubo = AcDream.Core.Lighting.SceneLightingUbo.Build(
|
||||
Lighting, in atmo, camPos, (float)WorldTime.DayFraction);
|
||||
_sceneLightingUbo?.Upload(ubo);
|
||||
|
||||
// Never cull the landblock the player is currently on.
|
||||
uint? playerLb = null;
|
||||
if (_playerMode && _playerController is not null)
|
||||
{
|
||||
var pp = _playerController.Position;
|
||||
int plx = _liveCenterX + (int)System.Math.Floor(pp.X / 192f);
|
||||
int ply = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f);
|
||||
playerLb = (uint)((plx << 24) | (ply << 16) | 0xFFFF);
|
||||
}
|
||||
|
||||
// Phase G.1: sky renderer — draws the far-plane-infinity
|
||||
// celestial meshes FIRST so the rest of the scene z-tests
|
||||
// on top of them (depth mask off, no depth writes). Skipped
|
||||
// when indoors; dungeons fully block sky visibility.
|
||||
if (!cameraInsideCell)
|
||||
{
|
||||
_skyRenderer?.Render(camera, camPos, (float)WorldTime.DayFraction,
|
||||
_loadedSkyDesc?.DefaultDayGroup);
|
||||
}
|
||||
|
||||
_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
|
||||
|
||||
// Conditional depth clear: when camera is inside a building, clear
|
||||
// depth (not color) so interior geometry writes fresh Z values on top
|
||||
// of the terrain color buffer. Exit portals show outdoor terrain color
|
||||
|
|
@ -3132,6 +3357,13 @@ public sealed class GameWindow : IDisposable
|
|||
neverCullLandblockId: playerLb,
|
||||
visibleCellIds: visibility?.VisibleCellIds);
|
||||
|
||||
// Phase G.1 / E.3: draw all live particles after opaque
|
||||
// scene geometry so alpha blending composites correctly.
|
||||
// Runs with depth test on (particles occluded by walls)
|
||||
// but depth write off (no self-occlusion sorting needed).
|
||||
if (_particleSystem is not null && _particleRenderer is not null)
|
||||
_particleRenderer.Draw(_particleSystem, camera, camPos);
|
||||
|
||||
// Debug: draw collision shapes as wireframe cylinders around the
|
||||
// player so we can visually verify alignment with scenery meshes.
|
||||
if (_debugCollisionVisible && _debugLines is not null)
|
||||
|
|
@ -3276,6 +3508,8 @@ public sealed class GameWindow : IDisposable
|
|||
else
|
||||
activeSens = _sensOrbit;
|
||||
|
||||
// Phase G: pull sky + weather + lighting state for the overlay.
|
||||
var dayCal = WorldTime.CurrentCalendar;
|
||||
var snapshot = new DebugOverlay.Snapshot(
|
||||
Fps: (float)_lastFps,
|
||||
FrameTimeMs: (float)_lastFrameMs,
|
||||
|
|
@ -3298,7 +3532,13 @@ public sealed class GameWindow : IDisposable
|
|||
StreamingRadius: _streamingRadius,
|
||||
MouseSensitivity: activeSens,
|
||||
ChaseDistance: _chaseCamera?.Distance ?? 0f,
|
||||
RmbOrbit: _rmbHeld);
|
||||
RmbOrbit: _rmbHeld,
|
||||
HourName: dayCal.Hour.ToString(),
|
||||
DayFraction: (float)WorldTime.DayFraction,
|
||||
Weather: Weather.Kind.ToString(),
|
||||
ActiveLights: Lighting.ActiveCount,
|
||||
RegisteredLights: Lighting.RegisteredCount,
|
||||
ParticleCount: _particleSystem?.ActiveParticleCount ?? 0);
|
||||
|
||||
_debugOverlay.Update((float)deltaSeconds);
|
||||
var size = new System.Numerics.Vector2(_window!.Size.X, _window.Size.Y);
|
||||
|
|
@ -3790,6 +4030,163 @@ public sealed class GameWindow : IDisposable
|
|||
ae.CurrFrame = ae.LowFrame;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Derive the current sun (directional light, slot 0 of the UBO)
|
||||
/// from the interpolated <see cref="AcDream.Core.World.SkyKeyframe"/>,
|
||||
/// plus the cell ambient. Indoor cells force the sun intensity to
|
||||
/// zero (r13 §13.7) and substitute a fixed dungeon-tone ambient.
|
||||
/// </summary>
|
||||
private void UpdateSunFromSky(AcDream.Core.World.SkyKeyframe kf, bool cameraInsideCell)
|
||||
{
|
||||
// Sun direction: points FROM the sun TOWARDS the world. Our
|
||||
// shader does dot(N, -forward) so a positive N·L means the
|
||||
// surface faces the sun.
|
||||
var sunToWorld = -AcDream.Core.World.SkyStateProvider.SunDirectionFromKeyframe(kf);
|
||||
|
||||
if (cameraInsideCell)
|
||||
{
|
||||
// Dungeon default per r13 §3 — warm-dark ambient, no sun.
|
||||
Lighting.Sun = new AcDream.Core.Lighting.LightSource
|
||||
{
|
||||
Kind = AcDream.Core.Lighting.LightKind.Directional,
|
||||
WorldForward = sunToWorld,
|
||||
ColorLinear = System.Numerics.Vector3.Zero,
|
||||
Intensity = 0f,
|
||||
Range = 1f,
|
||||
};
|
||||
Lighting.CurrentAmbient = new AcDream.Core.Lighting.CellAmbientState(
|
||||
AmbientColor: new System.Numerics.Vector3(0.10f, 0.09f, 0.08f),
|
||||
SunColor: System.Numerics.Vector3.Zero,
|
||||
SunDirection: sunToWorld);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Outdoor: full keyframe sun + ambient; colors are already
|
||||
// pre-multiplied by DirBright / AmbBright inside
|
||||
// SkyDescLoader so we feed them straight into the UBO.
|
||||
Lighting.Sun = new AcDream.Core.Lighting.LightSource
|
||||
{
|
||||
Kind = AcDream.Core.Lighting.LightKind.Directional,
|
||||
WorldForward = sunToWorld,
|
||||
ColorLinear = kf.SunColor,
|
||||
Intensity = 1f,
|
||||
Range = 1f,
|
||||
};
|
||||
Lighting.CurrentAmbient = new AcDream.Core.Lighting.CellAmbientState(
|
||||
AmbientColor: kf.AmbientColor,
|
||||
SunColor: kf.SunColor,
|
||||
SunDirection: sunToWorld);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Keep the rain/snow camera-anchored emitters aligned with the
|
||||
/// current weather state. Spawns on entry, stops on exit, with no
|
||||
/// per-frame churn while the state is stable. Emitters are camera-
|
||||
/// local (<see cref="AcDream.Core.Vfx.EmitterFlags.AttachLocal"/>)
|
||||
/// so walking never leaves the rain volume (r12 §7).
|
||||
/// </summary>
|
||||
private void UpdateWeatherParticles(in AcDream.Core.World.AtmosphereSnapshot atmo)
|
||||
{
|
||||
if (_particleSystem is null) return;
|
||||
|
||||
if (atmo.Kind == _lastWeatherKind) return; // no change
|
||||
|
||||
// Stop any existing emitters first.
|
||||
if (_rainEmitterHandle != 0)
|
||||
{
|
||||
_particleSystem.StopEmitter(_rainEmitterHandle, fadeOut: true);
|
||||
_rainEmitterHandle = 0;
|
||||
}
|
||||
if (_snowEmitterHandle != 0)
|
||||
{
|
||||
_particleSystem.StopEmitter(_snowEmitterHandle, fadeOut: true);
|
||||
_snowEmitterHandle = 0;
|
||||
}
|
||||
|
||||
// Anchor at camera world position; AttachLocal keeps it moving.
|
||||
var anchor = System.Numerics.Vector3.Zero;
|
||||
if (_cameraController is not null)
|
||||
{
|
||||
System.Numerics.Matrix4x4.Invert(_cameraController.Active.View, out var inv);
|
||||
anchor = new System.Numerics.Vector3(inv.M41, inv.M42, inv.M43);
|
||||
}
|
||||
|
||||
switch (atmo.Kind)
|
||||
{
|
||||
case AcDream.Core.World.WeatherKind.Rain:
|
||||
case AcDream.Core.World.WeatherKind.Storm:
|
||||
_rainEmitterHandle = _particleSystem.SpawnEmitter(
|
||||
BuildRainDesc(), anchor);
|
||||
break;
|
||||
case AcDream.Core.World.WeatherKind.Snow:
|
||||
_snowEmitterHandle = _particleSystem.SpawnEmitter(
|
||||
BuildSnowDesc(), anchor);
|
||||
break;
|
||||
}
|
||||
|
||||
_lastWeatherKind = atmo.Kind;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rain emitter tuned per r12 §7: streaks falling at ~50 m/s with
|
||||
/// a slight wind bias, 500 drops/sec, 2000 max alive, 1.2s life so
|
||||
/// drops cover the ~60m fall at terminal velocity.
|
||||
/// </summary>
|
||||
private static AcDream.Core.Vfx.EmitterDesc BuildRainDesc() => new()
|
||||
{
|
||||
DatId = 0xFFFF_0001u, // synthetic id
|
||||
Type = AcDream.Core.Vfx.ParticleType.LocalVelocity,
|
||||
Flags = AcDream.Core.Vfx.EmitterFlags.AttachLocal |
|
||||
AcDream.Core.Vfx.EmitterFlags.Billboard,
|
||||
EmitRate = 500f,
|
||||
MaxParticles = 2000,
|
||||
LifetimeMin = 1.0f,
|
||||
LifetimeMax = 1.4f,
|
||||
OffsetDir = new System.Numerics.Vector3(0, 0, 1),
|
||||
MinOffset = 0f,
|
||||
MaxOffset = 50f,
|
||||
SpawnDiskRadius = 15f,
|
||||
InitialVelocity = new System.Numerics.Vector3(0.5f, 0f, -50f),
|
||||
VelocityJitter = 2f,
|
||||
Gravity = System.Numerics.Vector3.Zero,
|
||||
StartColorArgb = 0x40B0C0E0u,
|
||||
EndColorArgb = 0x20B0C0E0u,
|
||||
StartAlpha = 0.3f,
|
||||
EndAlpha = 0f,
|
||||
StartSize = 0.05f,
|
||||
EndSize = 0.05f,
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Snow emitter tuned per r12 §8: slow fall at ~2 m/s, tumbling
|
||||
/// sideways drift, small billboards, 100 flakes/sec, long lifespan.
|
||||
/// </summary>
|
||||
private static AcDream.Core.Vfx.EmitterDesc BuildSnowDesc() => new()
|
||||
{
|
||||
DatId = 0xFFFF_0002u,
|
||||
Type = AcDream.Core.Vfx.ParticleType.LocalVelocity,
|
||||
Flags = AcDream.Core.Vfx.EmitterFlags.AttachLocal |
|
||||
AcDream.Core.Vfx.EmitterFlags.Billboard,
|
||||
EmitRate = 100f,
|
||||
MaxParticles = 1000,
|
||||
LifetimeMin = 4f,
|
||||
LifetimeMax = 8f,
|
||||
OffsetDir = new System.Numerics.Vector3(0, 0, 1),
|
||||
MinOffset = 0f,
|
||||
MaxOffset = 30f,
|
||||
SpawnDiskRadius = 15f,
|
||||
InitialVelocity = new System.Numerics.Vector3(0.3f, 0.2f, -2f),
|
||||
VelocityJitter = 0.8f,
|
||||
Gravity = System.Numerics.Vector3.Zero,
|
||||
StartColorArgb = 0xE0FFFFFFu,
|
||||
EndColorArgb = 0x80FFFFFFu,
|
||||
StartAlpha = 0.85f,
|
||||
EndAlpha = 0.3f,
|
||||
StartSize = 0.08f,
|
||||
EndSize = 0.06f,
|
||||
};
|
||||
|
||||
private void OnClosing()
|
||||
{
|
||||
// Phase A.1: join the streamer worker thread before tearing down GL
|
||||
|
|
@ -3803,6 +4200,9 @@ public sealed class GameWindow : IDisposable
|
|||
_meshShader?.Dispose();
|
||||
_terrain?.Dispose();
|
||||
_shader?.Dispose();
|
||||
_sceneLightingUbo?.Dispose();
|
||||
_skyRenderer?.Dispose();
|
||||
_particleRenderer?.Dispose();
|
||||
_debugLines?.Dispose();
|
||||
_textRenderer?.Dispose();
|
||||
_debugFont?.Dispose();
|
||||
|
|
|
|||
|
|
@ -159,10 +159,10 @@ public sealed unsafe class InstancedMeshRenderer : IDisposable
|
|||
var vp = camera.View * camera.Projection;
|
||||
_shader.SetMatrix4("uViewProjection", vp);
|
||||
|
||||
// Lighting uniforms matching ACME StaticObject.vert.
|
||||
var lightDir = Vector3.Normalize(new Vector3(0.5f, 0.3f, -0.3f));
|
||||
_shader.SetVec3("uLightDirection", lightDir);
|
||||
_shader.SetFloat("uAmbientIntensity", 0.45f);
|
||||
// Phase G: lighting + ambient + fog are owned by the
|
||||
// SceneLighting UBO (binding=1) uploaded once per frame by
|
||||
// GameWindow. The instanced mesh fragment shader reads it
|
||||
// directly — no per-draw uniform uploads needed.
|
||||
|
||||
// ── Collect and group instances ───────────────────────────────────────
|
||||
CollectGroups(landblockEntries, frustum, neverCullLandblockId, visibleCellIds);
|
||||
|
|
|
|||
219
src/AcDream.App/Rendering/ParticleRenderer.cs
Normal file
219
src/AcDream.App/Rendering/ParticleRenderer.cs
Normal file
|
|
@ -0,0 +1,219 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Vfx;
|
||||
using Silk.NET.OpenGL;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// Simple billboard-quad particle renderer. One draw call per emitter:
|
||||
/// the CPU streams (position, size, rotation, packed color) into a
|
||||
/// per-instance VBO; a unit quad VBO gets instanced and the vertex
|
||||
/// shader rotates the quad around the camera forward vector so it
|
||||
/// always faces the viewer.
|
||||
///
|
||||
/// <para>
|
||||
/// Not a retail-perfect port of the D3D7 fixed-function particle pipe;
|
||||
/// good enough for rain, snow, and the basic spell auras we need for
|
||||
/// Phase G.1's weather + E.3's playback. Trails + spot-light
|
||||
/// interactions deferred.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Emitters tagged with <see cref="EmitterFlags.AttachLocal"/> get
|
||||
/// re-anchored to the current camera position each frame so the rain
|
||||
/// volume follows the player (r12 §7). This is the cheap version of
|
||||
/// retail's "IsParentLocal" flag on held emitters.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed unsafe class ParticleRenderer : IDisposable
|
||||
{
|
||||
private readonly GL _gl;
|
||||
private readonly Shader _shader;
|
||||
|
||||
// Unit-quad vertex buffer (-0.5..+0.5 in XY). 4 verts, 6 indices.
|
||||
private readonly uint _quadVao;
|
||||
private readonly uint _quadVbo;
|
||||
private readonly uint _quadEbo;
|
||||
|
||||
// Instance buffer — 8 floats per particle: posX,Y,Z, size, colorR,G,B,A.
|
||||
private readonly uint _instanceVbo;
|
||||
private float[] _instanceScratch = new float[256 * 8];
|
||||
|
||||
public ParticleRenderer(GL gl, string shadersDir)
|
||||
{
|
||||
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
|
||||
_shader = new Shader(_gl,
|
||||
System.IO.Path.Combine(shadersDir, "particle.vert"),
|
||||
System.IO.Path.Combine(shadersDir, "particle.frag"));
|
||||
|
||||
// Unit quad around origin (XY plane, Z = 0). The vertex shader
|
||||
// reads this, then offsets into world space using the
|
||||
// per-instance (pos, size) values.
|
||||
float[] quadVerts = new float[]
|
||||
{
|
||||
// pos x,y uv
|
||||
-0.5f, -0.5f, 0f, 0f,
|
||||
0.5f, -0.5f, 1f, 0f,
|
||||
0.5f, 0.5f, 1f, 1f,
|
||||
-0.5f, 0.5f, 0f, 1f,
|
||||
};
|
||||
uint[] quadIdx = new uint[] { 0, 1, 2, 0, 2, 3 };
|
||||
|
||||
_quadVao = _gl.GenVertexArray();
|
||||
_gl.BindVertexArray(_quadVao);
|
||||
|
||||
_quadVbo = _gl.GenBuffer();
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _quadVbo);
|
||||
fixed (void* p = quadVerts)
|
||||
_gl.BufferData(BufferTargetARB.ArrayBuffer,
|
||||
(nuint)(quadVerts.Length * sizeof(float)), p, BufferUsageARB.StaticDraw);
|
||||
_gl.EnableVertexAttribArray(0);
|
||||
_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void*)0);
|
||||
_gl.EnableVertexAttribArray(1);
|
||||
_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 4 * sizeof(float), (void*)(2 * sizeof(float)));
|
||||
|
||||
_quadEbo = _gl.GenBuffer();
|
||||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _quadEbo);
|
||||
fixed (void* p = quadIdx)
|
||||
_gl.BufferData(BufferTargetARB.ElementArrayBuffer,
|
||||
(nuint)(quadIdx.Length * sizeof(uint)), p, BufferUsageARB.StaticDraw);
|
||||
|
||||
_instanceVbo = _gl.GenBuffer();
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
|
||||
_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(256 * 8 * sizeof(float)),
|
||||
(void*)0, BufferUsageARB.DynamicDraw);
|
||||
|
||||
// Per-instance attributes: pos+size at loc 2, color at loc 3.
|
||||
_gl.EnableVertexAttribArray(2);
|
||||
_gl.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)0);
|
||||
_gl.VertexAttribDivisor(2, 1);
|
||||
_gl.EnableVertexAttribArray(3);
|
||||
_gl.VertexAttribPointer(3, 4, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)(4 * sizeof(float)));
|
||||
_gl.VertexAttribDivisor(3, 1);
|
||||
|
||||
_gl.BindVertexArray(0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw every live particle. Splits emitters by blend mode (additive
|
||||
/// vs alpha-blend) but doesn't sort by depth — particles don't
|
||||
/// self-occlude enough for sorting to matter for rain/snow.
|
||||
/// </summary>
|
||||
public void Draw(ParticleSystem particles, ICamera camera, Vector3 cameraWorldPos)
|
||||
{
|
||||
if (particles is null || camera is null) return;
|
||||
|
||||
_shader.Use();
|
||||
_shader.SetMatrix4("uViewProjection", camera.View * camera.Projection);
|
||||
_shader.SetVec3("uCameraRight", GetCameraRight(camera));
|
||||
_shader.SetVec3("uCameraUp", GetCameraUp(camera));
|
||||
|
||||
_gl.Enable(EnableCap.Blend);
|
||||
_gl.DepthMask(false);
|
||||
_gl.Disable(EnableCap.CullFace);
|
||||
|
||||
// Group emitters by additive vs alpha-blend so we flip blend state
|
||||
// once per group rather than per-emitter. Simple two-pass split.
|
||||
var alphaGroup = new List<ParticleEmitter>(32);
|
||||
var addGroup = new List<ParticleEmitter>(32);
|
||||
foreach (var (em, _) in particles.EnumerateLive())
|
||||
{
|
||||
var list = (em.Desc.Flags & EmitterFlags.Additive) != 0 ? addGroup : alphaGroup;
|
||||
if (list.Count == 0 || !ReferenceEquals(list[^1], em))
|
||||
list.Add(em);
|
||||
}
|
||||
|
||||
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
|
||||
foreach (var em in alphaGroup)
|
||||
DrawEmitter(em, cameraWorldPos);
|
||||
|
||||
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
|
||||
foreach (var em in addGroup)
|
||||
DrawEmitter(em, cameraWorldPos);
|
||||
|
||||
_gl.DepthMask(true);
|
||||
_gl.Disable(EnableCap.Blend);
|
||||
_gl.BindVertexArray(0);
|
||||
}
|
||||
|
||||
private void DrawEmitter(ParticleEmitter em, Vector3 cameraWorldPos)
|
||||
{
|
||||
int liveCount = 0;
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
if (em.Particles[i].Alive) liveCount++;
|
||||
if (liveCount == 0) return;
|
||||
|
||||
// Ensure instance buffer is big enough.
|
||||
int needed = liveCount * 8;
|
||||
if (_instanceScratch.Length < needed)
|
||||
_instanceScratch = new float[needed + 256 * 8];
|
||||
|
||||
// Anchor adjustment for AttachLocal emitters — re-center the
|
||||
// emission volume on the camera each frame so the rain/snow
|
||||
// follows the viewer. The emitter's AnchorPos stays at the
|
||||
// spawn point, but when writing out world-space particles we
|
||||
// add (camera - emitterAnchor) so they track the camera.
|
||||
bool attachLocal = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0;
|
||||
Vector3 cameraOffset = attachLocal ? (cameraWorldPos - em.AnchorPos) : Vector3.Zero;
|
||||
|
||||
int idx = 0;
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
{
|
||||
ref var p = ref em.Particles[i];
|
||||
if (!p.Alive) continue;
|
||||
|
||||
Vector3 pos = p.Position + cameraOffset;
|
||||
_instanceScratch[idx * 8 + 0] = pos.X;
|
||||
_instanceScratch[idx * 8 + 1] = pos.Y;
|
||||
_instanceScratch[idx * 8 + 2] = pos.Z;
|
||||
_instanceScratch[idx * 8 + 3] = p.Size;
|
||||
|
||||
// ARGB → RGBA floats.
|
||||
float a = ((p.ColorArgb >> 24) & 0xFF) / 255f;
|
||||
float r = ((p.ColorArgb >> 16) & 0xFF) / 255f;
|
||||
float g = ((p.ColorArgb >> 8) & 0xFF) / 255f;
|
||||
float b = ( p.ColorArgb & 0xFF) / 255f;
|
||||
_instanceScratch[idx * 8 + 4] = r;
|
||||
_instanceScratch[idx * 8 + 5] = g;
|
||||
_instanceScratch[idx * 8 + 6] = b;
|
||||
_instanceScratch[idx * 8 + 7] = a;
|
||||
|
||||
idx++;
|
||||
}
|
||||
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
|
||||
fixed (void* bp = _instanceScratch)
|
||||
{
|
||||
_gl.BufferData(BufferTargetARB.ArrayBuffer,
|
||||
(nuint)(liveCount * 8 * sizeof(float)),
|
||||
bp, BufferUsageARB.DynamicDraw);
|
||||
}
|
||||
|
||||
_gl.BindVertexArray(_quadVao);
|
||||
_gl.DrawElementsInstanced(PrimitiveType.Triangles, 6,
|
||||
DrawElementsType.UnsignedInt, (void*)0, (uint)liveCount);
|
||||
}
|
||||
|
||||
private static Vector3 GetCameraRight(ICamera camera)
|
||||
{
|
||||
Matrix4x4.Invert(camera.View, out var inv);
|
||||
return Vector3.Normalize(new Vector3(inv.M11, inv.M12, inv.M13));
|
||||
}
|
||||
|
||||
private static Vector3 GetCameraUp(ICamera camera)
|
||||
{
|
||||
Matrix4x4.Invert(camera.View, out var inv);
|
||||
return Vector3.Normalize(new Vector3(inv.M21, inv.M22, inv.M23));
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_gl.DeleteBuffer(_quadVbo);
|
||||
_gl.DeleteBuffer(_quadEbo);
|
||||
_gl.DeleteBuffer(_instanceVbo);
|
||||
_gl.DeleteVertexArray(_quadVao);
|
||||
_shader.Dispose();
|
||||
}
|
||||
}
|
||||
67
src/AcDream.App/Rendering/SceneLightingUboBinding.cs
Normal file
67
src/AcDream.App/Rendering/SceneLightingUboBinding.cs
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using AcDream.Core.Lighting;
|
||||
using Silk.NET.OpenGL;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// GL wrapper that owns the SceneLighting UBO buffer, updates its
|
||||
/// contents each frame, and keeps it bound at binding=1 so every
|
||||
/// shader sampling <c>uLights[]</c> / <c>uFogColor</c> / etc reads
|
||||
/// consistent data without per-shader re-upload.
|
||||
///
|
||||
/// <para>
|
||||
/// Usage (r12 §13.2 + r13 §12.3):
|
||||
/// <list type="number">
|
||||
/// <item><description>Instantiate once at startup, after the GL context exists.</description></item>
|
||||
/// <item><description>Each frame, after <see cref="LightManager.Tick"/>, call <see cref="Upload"/> with a freshly-built <see cref="SceneLightingUbo"/>.</description></item>
|
||||
/// <item><description>Shader programs that declare <c>layout(std140, binding = 1) uniform SceneLighting { ... }</c> automatically pick up the data.</description></item>
|
||||
/// </list>
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed unsafe class SceneLightingUboBinding : IDisposable
|
||||
{
|
||||
private readonly GL _gl;
|
||||
private readonly uint _ubo;
|
||||
private bool _disposed;
|
||||
|
||||
public SceneLightingUboBinding(GL gl)
|
||||
{
|
||||
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
|
||||
_ubo = _gl.GenBuffer();
|
||||
_gl.BindBuffer(BufferTargetARB.UniformBuffer, _ubo);
|
||||
// Pre-allocate with the final size; BufferSubData each frame.
|
||||
_gl.BufferData(
|
||||
BufferTargetARB.UniformBuffer,
|
||||
(nuint)SceneLightingUbo.SizeInBytes,
|
||||
(void*)0,
|
||||
BufferUsageARB.DynamicDraw);
|
||||
_gl.BindBuffer(BufferTargetARB.UniformBuffer, 0);
|
||||
|
||||
// Bind the buffer to the chosen binding point exactly once — shaders
|
||||
// that declare this binding in their layout block will read from it
|
||||
// on every draw without further intervention.
|
||||
_gl.BindBufferBase(BufferTargetARB.UniformBuffer,
|
||||
SceneLightingUbo.BindingPoint, _ubo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Push the current frame's UBO contents to the GPU. Cheap (576 bytes)
|
||||
/// so fine to call unconditionally every frame.
|
||||
/// </summary>
|
||||
public void Upload(SceneLightingUbo data)
|
||||
{
|
||||
_gl.BindBuffer(BufferTargetARB.UniformBuffer, _ubo);
|
||||
_gl.BufferSubData(BufferTargetARB.UniformBuffer,
|
||||
(nint)0, (nuint)SceneLightingUbo.SizeInBytes, &data);
|
||||
_gl.BindBuffer(BufferTargetARB.UniformBuffer, 0);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_disposed) return;
|
||||
_gl.DeleteBuffer(_ubo);
|
||||
_disposed = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,6 +1,7 @@
|
|||
#version 430 core
|
||||
in vec2 vTex;
|
||||
in vec3 vWorldNormal;
|
||||
in vec3 vWorldPos;
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D uDiffuse;
|
||||
|
|
@ -11,35 +12,114 @@ uniform sampler2D uDiffuse;
|
|||
// 2 = AlphaBlend — GL blending handles compositing; do NOT discard
|
||||
// 3 = Additive — GL additive blending; do NOT discard
|
||||
// 4 = InvAlpha — GL inverted-alpha blending; do NOT discard
|
||||
//
|
||||
// Only ClipMap uses the alpha-discard path. AlphaBlend/Additive/InvAlpha
|
||||
// rely entirely on the GL blend stage — discarding low-alpha fragments
|
||||
// would make semi-transparent surfaces (portals, glows) fully invisible.
|
||||
uniform int uTranslucencyKind;
|
||||
|
||||
// Phase 3a: simple directional lighting. A single sun direction + ambient term
|
||||
// gives scenery and building faces enough differentiation to read as 3D instead
|
||||
// of looking like paper cutouts. Hardcoded for now; a later phase can route
|
||||
// light parameters through uniforms driven by the game's time-of-day.
|
||||
// Sun direction tuned after Phase 3a verification: (0.4,0.3,0.8) was too
|
||||
// vertical — roofs and ground both landed near peak brightness and only
|
||||
// walls dropped, so the contrast was hard to read through textures. More
|
||||
// oblique + lower ambient + higher diffuse = contrast ratio ~3.3x.
|
||||
const vec3 SUN_DIR = normalize(vec3(0.5, 0.4, 0.6));
|
||||
const float AMBIENT = 0.25;
|
||||
const float DIFFUSE = 0.75;
|
||||
// ─────────────────────────────────────────────────────────────
|
||||
// Phase G.1+G.2: shared scene-lighting UBO (binding = 1).
|
||||
//
|
||||
// Layout mirrors SceneLightingUbo in C#:
|
||||
// struct Light {
|
||||
// vec4 posAndKind; xyz = world pos, w = kind (0=dir,1=point,2=spot)
|
||||
// vec4 dirAndRange; xyz = forward, w = range (metres, hard cutoff)
|
||||
// vec4 colorAndIntensity; xyz = RGB linear, w = intensity
|
||||
// vec4 coneAngleEtc; x = cone (rad), yzw = reserved
|
||||
// };
|
||||
// layout(std140, binding = 1) uniform SceneLighting {
|
||||
// Light uLights[8];
|
||||
// vec4 uCellAmbient; xyz = ambient RGB, w = active count
|
||||
// vec4 uFogParams; x = start, y = end, z = flash, w = mode
|
||||
// vec4 uFogColor; xyz = color
|
||||
// vec4 uCameraAndTime; xyz = camera pos, w = day fraction
|
||||
// };
|
||||
// ─────────────────────────────────────────────────────────────
|
||||
struct Light {
|
||||
vec4 posAndKind;
|
||||
vec4 dirAndRange;
|
||||
vec4 colorAndIntensity;
|
||||
vec4 coneAngleEtc;
|
||||
};
|
||||
layout(std140, binding = 1) uniform SceneLighting {
|
||||
Light uLights[8];
|
||||
vec4 uCellAmbient;
|
||||
vec4 uFogParams;
|
||||
vec4 uFogColor;
|
||||
vec4 uCameraAndTime;
|
||||
};
|
||||
|
||||
// Retail hard-cutoff lighting equation (r13 §10.2). No distance
|
||||
// attenuation inside Range; hard edge at Range; spotlights use a
|
||||
// binary cos-cone test. This is deliberate — the retail "bubble of
|
||||
// light" look relies on crisp boundaries.
|
||||
vec3 accumulateLights(vec3 N, vec3 worldPos) {
|
||||
vec3 lit = uCellAmbient.xyz;
|
||||
int active = int(uCellAmbient.w);
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
if (i >= active) break;
|
||||
|
||||
int kind = int(uLights[i].posAndKind.w);
|
||||
vec3 Lcol = uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w;
|
||||
|
||||
if (kind == 0) {
|
||||
// Directional: "forward" is the light's direction vector
|
||||
// pointing INTO the scene. N·(-forward) = light-facing.
|
||||
vec3 Ldir = -uLights[i].dirAndRange.xyz;
|
||||
float ndl = max(0.0, dot(N, Ldir));
|
||||
lit += Lcol * ndl;
|
||||
} else {
|
||||
// Point / spot: falloff is a HARD bubble at Range.
|
||||
vec3 toL = uLights[i].posAndKind.xyz - worldPos;
|
||||
float d = length(toL);
|
||||
float range = uLights[i].dirAndRange.w;
|
||||
if (d < range && range > 1e-3) {
|
||||
vec3 Ldir = toL / max(d, 1e-4);
|
||||
float ndl = max(0.0, dot(N, Ldir));
|
||||
float atten = 1.0; // retail: no attenuation inside Range
|
||||
if (kind == 2) {
|
||||
// Spotlight: hard-edged cos-cone test.
|
||||
float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5);
|
||||
float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz);
|
||||
atten *= (cos_l > cos_edge) ? 1.0 : 0.0;
|
||||
}
|
||||
lit += Lcol * ndl * atten;
|
||||
}
|
||||
}
|
||||
}
|
||||
return lit;
|
||||
}
|
||||
|
||||
// Linear fog (r12 §5.1): mode 1 = LINEAR, 0 = off, others reserved.
|
||||
vec3 applyFog(vec3 lit, vec3 worldPos) {
|
||||
int mode = int(uFogParams.w);
|
||||
if (mode == 0) return lit;
|
||||
float d = length(worldPos - uCameraAndTime.xyz);
|
||||
float fogStart = uFogParams.x;
|
||||
float fogEnd = uFogParams.y;
|
||||
float span = max(1e-3, fogEnd - fogStart);
|
||||
float fog = clamp((d - fogStart) / span, 0.0, 1.0);
|
||||
return mix(lit, uFogColor.xyz, fog);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 sampled = texture(uDiffuse, vTex);
|
||||
|
||||
// Alpha cutout only for clip-map surfaces (doors, windows, vegetation).
|
||||
// Blended surface types (AlphaBlend, Additive, InvAlpha) must NOT
|
||||
// discard here — that would make every semi-transparent pixel invisible
|
||||
// before the blend stage even runs.
|
||||
if (uTranslucencyKind == 1 && sampled.a < 0.5) discard;
|
||||
|
||||
vec3 N = normalize(vWorldNormal);
|
||||
float ndotl = max(dot(N, SUN_DIR), 0.0);
|
||||
float lighting = AMBIENT + DIFFUSE * ndotl;
|
||||
fragColor = vec4(sampled.rgb * lighting, sampled.a);
|
||||
vec3 lit = accumulateLights(N, vWorldPos);
|
||||
|
||||
// Lightning flash (r12 §9) — additive cold-white pulse layered on top
|
||||
// of diffuse lighting.
|
||||
float flash = uFogParams.z;
|
||||
lit += flash * vec3(0.6, 0.6, 0.75);
|
||||
|
||||
// Clamp per-channel to 1.0 — matches retail (r13 §13.1).
|
||||
lit = min(lit, vec3(1.0));
|
||||
|
||||
vec3 rgb = sampled.rgb * lit;
|
||||
|
||||
// Atmospheric fog — applied after lighting.
|
||||
rgb = applyFog(rgb, vWorldPos);
|
||||
|
||||
fragColor = vec4(rgb, sampled.a);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,6 +9,7 @@ uniform mat4 uProjection;
|
|||
|
||||
out vec2 vTex;
|
||||
out vec3 vWorldNormal;
|
||||
out vec3 vWorldPos;
|
||||
|
||||
void main() {
|
||||
vTex = aTex;
|
||||
|
|
@ -17,5 +18,7 @@ void main() {
|
|||
// scale would require the inverse transpose; we accept that as a Phase 3+
|
||||
// concern.
|
||||
vWorldNormal = normalize(mat3(uModel) * aNormal);
|
||||
gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
|
||||
vec4 world = uModel * vec4(aPos, 1.0);
|
||||
vWorldPos = world.xyz;
|
||||
gl_Position = uProjection * uView * world;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
in vec2 vTex;
|
||||
in vec3 vWorldNormal;
|
||||
in float vLightingFactor;
|
||||
in vec3 vWorldPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
|
|
@ -18,14 +18,81 @@ uniform sampler2D uDiffuse;
|
|||
// 4 = InvAlpha — GL inverted-alpha blending; do NOT discard
|
||||
uniform int uTranslucencyKind;
|
||||
|
||||
// Phase G.1+G.2: shared scene-lighting UBO (see mesh.frag for layout docs).
|
||||
struct Light {
|
||||
vec4 posAndKind;
|
||||
vec4 dirAndRange;
|
||||
vec4 colorAndIntensity;
|
||||
vec4 coneAngleEtc;
|
||||
};
|
||||
layout(std140, binding = 1) uniform SceneLighting {
|
||||
Light uLights[8];
|
||||
vec4 uCellAmbient;
|
||||
vec4 uFogParams;
|
||||
vec4 uFogColor;
|
||||
vec4 uCameraAndTime;
|
||||
};
|
||||
|
||||
vec3 accumulateLights(vec3 N, vec3 worldPos) {
|
||||
vec3 lit = uCellAmbient.xyz;
|
||||
int active = int(uCellAmbient.w);
|
||||
for (int i = 0; i < 8; ++i) {
|
||||
if (i >= active) break;
|
||||
|
||||
int kind = int(uLights[i].posAndKind.w);
|
||||
vec3 Lcol = uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w;
|
||||
|
||||
if (kind == 0) {
|
||||
vec3 Ldir = -uLights[i].dirAndRange.xyz;
|
||||
float ndl = max(0.0, dot(N, Ldir));
|
||||
lit += Lcol * ndl;
|
||||
} else {
|
||||
vec3 toL = uLights[i].posAndKind.xyz - worldPos;
|
||||
float d = length(toL);
|
||||
float range = uLights[i].dirAndRange.w;
|
||||
if (d < range && range > 1e-3) {
|
||||
vec3 Ldir = toL / max(d, 1e-4);
|
||||
float ndl = max(0.0, dot(N, Ldir));
|
||||
float atten = 1.0;
|
||||
if (kind == 2) {
|
||||
float cos_edge = cos(uLights[i].coneAngleEtc.x * 0.5);
|
||||
float cos_l = dot(-Ldir, uLights[i].dirAndRange.xyz);
|
||||
atten *= (cos_l > cos_edge) ? 1.0 : 0.0;
|
||||
}
|
||||
lit += Lcol * ndl * atten;
|
||||
}
|
||||
}
|
||||
}
|
||||
return lit;
|
||||
}
|
||||
|
||||
vec3 applyFog(vec3 lit, vec3 worldPos) {
|
||||
int mode = int(uFogParams.w);
|
||||
if (mode == 0) return lit;
|
||||
float d = length(worldPos - uCameraAndTime.xyz);
|
||||
float fogStart = uFogParams.x;
|
||||
float fogEnd = uFogParams.y;
|
||||
float span = max(1e-3, fogEnd - fogStart);
|
||||
float fog = clamp((d - fogStart) / span, 0.0, 1.0);
|
||||
return mix(lit, uFogColor.xyz, fog);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 color = texture(uDiffuse, vTex);
|
||||
|
||||
// Alpha cutout only for clip-map surfaces (doors, windows, vegetation).
|
||||
// Blended surface types must NOT discard here — that kills every
|
||||
// semi-transparent pixel before the blend stage runs.
|
||||
if (uTranslucencyKind == 1 && color.a < 0.5) discard;
|
||||
|
||||
// Apply pre-computed Lambert + ambient lighting factor from the vertex shader.
|
||||
fragColor = vec4(color.rgb * vLightingFactor, color.a);
|
||||
vec3 N = normalize(vWorldNormal);
|
||||
vec3 lit = accumulateLights(N, vWorldPos);
|
||||
|
||||
// Lightning flash — additive scene bump.
|
||||
lit += uFogParams.z * vec3(0.6, 0.6, 0.75);
|
||||
|
||||
// Retail clamp per-channel to 1.0 (r13 §13.1).
|
||||
lit = min(lit, vec3(1.0));
|
||||
|
||||
vec3 rgb = color.rgb * lit;
|
||||
rgb = applyFog(rgb, vWorldPos);
|
||||
fragColor = vec4(rgb, color.a);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,12 +16,10 @@ layout(location = 5) in vec4 aInstanceRow2;
|
|||
layout(location = 6) in vec4 aInstanceRow3;
|
||||
|
||||
uniform mat4 uViewProjection;
|
||||
uniform vec3 uLightDirection; // world-space light direction (points FROM sun, matching ACME)
|
||||
uniform float uAmbientIntensity;
|
||||
|
||||
out vec2 vTex;
|
||||
out vec3 vWorldNormal;
|
||||
out float vLightingFactor;
|
||||
out vec3 vWorldPos;
|
||||
|
||||
void main() {
|
||||
// Reconstruct the per-instance model matrix from its four row vectors.
|
||||
|
|
@ -30,11 +28,8 @@ void main() {
|
|||
vec4 worldPos = model * vec4(aPosition, 1.0);
|
||||
gl_Position = uViewProjection * worldPos;
|
||||
|
||||
vWorldPos = worldPos.xyz;
|
||||
// Transform normal into world space.
|
||||
vWorldNormal = normalize(mat3(model) * aNormal);
|
||||
vTex = aTexCoord;
|
||||
|
||||
// Lambert + ambient matching ACME StaticObject.vert:
|
||||
// LightingFactor = max(dot(Normal, -uLightDirection), 0.0) + uAmbientIntensity;
|
||||
vLightingFactor = max(dot(vWorldNormal, -uLightDirection), 0.0) + uAmbientIntensity;
|
||||
}
|
||||
|
|
|
|||
18
src/AcDream.App/Rendering/Shaders/particle.frag
Normal file
18
src/AcDream.App/Rendering/Shaders/particle.frag
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
#version 430 core
|
||||
|
||||
in vec2 vTex;
|
||||
in vec4 vColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
// Procedural rain/snow streak — no texture, just a radial falloff
|
||||
// centred on the quad so droplets read as small soft circles. Good
|
||||
// enough for weather + basic spell auras without a texture pipeline.
|
||||
|
||||
void main() {
|
||||
// Signed distance from quad center (in UV space).
|
||||
vec2 d = vTex - vec2(0.5, 0.5);
|
||||
float r = length(d) * 2.0; // 0 at center, 1 at corner
|
||||
float falloff = smoothstep(1.0, 0.4, r);
|
||||
if (falloff < 0.02) discard;
|
||||
fragColor = vec4(vColor.rgb, vColor.a * falloff);
|
||||
}
|
||||
31
src/AcDream.App/Rendering/Shaders/particle.vert
Normal file
31
src/AcDream.App/Rendering/Shaders/particle.vert
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
#version 430 core
|
||||
|
||||
// Unit quad vertex (XY -0.5..+0.5)
|
||||
layout(location = 0) in vec2 aQuad;
|
||||
layout(location = 1) in vec2 aTex;
|
||||
|
||||
// Per-instance: world-space center + size
|
||||
layout(location = 2) in vec4 aPosAndSize;
|
||||
layout(location = 3) in vec4 aColor;
|
||||
|
||||
uniform mat4 uViewProjection;
|
||||
uniform vec3 uCameraRight;
|
||||
uniform vec3 uCameraUp;
|
||||
|
||||
out vec2 vTex;
|
||||
out vec4 vColor;
|
||||
|
||||
void main() {
|
||||
vec3 center = aPosAndSize.xyz;
|
||||
float size = aPosAndSize.w;
|
||||
|
||||
// Billboard: offset the quad vertex along the camera's right + up
|
||||
// basis vectors so it always faces the viewer.
|
||||
vec3 world = center
|
||||
+ uCameraRight * (aQuad.x * size)
|
||||
+ uCameraUp * (aQuad.y * size);
|
||||
|
||||
vTex = aTex;
|
||||
vColor = aColor;
|
||||
gl_Position = uViewProjection * vec4(world, 1.0);
|
||||
}
|
||||
51
src/AcDream.App/Rendering/Shaders/sky.frag
Normal file
51
src/AcDream.App/Rendering/Shaders/sky.frag
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
#version 430 core
|
||||
// Sky mesh fragment shader — sample the object's diffuse texture with
|
||||
// the scrolled UVs from the vertex stage. Unlit: sky meshes ARE the
|
||||
// gradient (r12 §2.2), not a surface lit by the sun.
|
||||
//
|
||||
// The per-keyframe replace override can dim the mesh (Transparent) or
|
||||
// brighten it (Luminosity); those two floats arrive as uTransparency /
|
||||
// uLuminosity uniforms.
|
||||
|
||||
in vec2 vTex;
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D uDiffuse;
|
||||
uniform float uTransparency; // 0 = fully visible, 1 = invisible
|
||||
uniform float uLuminosity; // 1 = normal, >1 makes the mesh glow
|
||||
uniform vec4 uTint; // per-object color tint (default white)
|
||||
|
||||
// Shared SceneLighting UBO — we only need the fog parameters to let the
|
||||
// horizon band of the sky blend smoothly into the scene's fog color at
|
||||
// the far edge, and the lightning flash to give storms their signature
|
||||
// strobe.
|
||||
struct Light {
|
||||
vec4 posAndKind;
|
||||
vec4 dirAndRange;
|
||||
vec4 colorAndIntensity;
|
||||
vec4 coneAngleEtc;
|
||||
};
|
||||
layout(std140, binding = 1) uniform SceneLighting {
|
||||
Light uLights[8];
|
||||
vec4 uCellAmbient;
|
||||
vec4 uFogParams;
|
||||
vec4 uFogColor;
|
||||
vec4 uCameraAndTime;
|
||||
};
|
||||
|
||||
void main() {
|
||||
vec4 sampled = texture(uDiffuse, vTex);
|
||||
|
||||
// Apply tint + luminosity. Retail's SkyObjReplace.Luminosity can push
|
||||
// above 1 to make the sun mesh brighter than its texture; r12 §2.3.
|
||||
vec3 rgb = sampled.rgb * uTint.rgb * uLuminosity;
|
||||
|
||||
// Lightning additive bump — makes the sky itself flash during storms.
|
||||
rgb += uFogParams.z * vec3(0.5, 0.5, 0.55);
|
||||
|
||||
rgb = min(rgb, vec3(1.2)); // soft clamp to let luminosity over-bright mildly
|
||||
|
||||
float a = sampled.a * (1.0 - uTransparency) * uTint.a;
|
||||
if (a < 0.01) discard;
|
||||
fragColor = vec4(rgb, a);
|
||||
}
|
||||
22
src/AcDream.App/Rendering/Shaders/sky.vert
Normal file
22
src/AcDream.App/Rendering/Shaders/sky.vert
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
#version 430 core
|
||||
// Sky mesh vertex shader — each celestial object is a GfxObj mesh
|
||||
// (sun billboard, cloud sheet, moon, star dome) rendered at large
|
||||
// distance with depth writes disabled. The view matrix has its
|
||||
// translation zeroed so the sky stays camera-centered; the projection
|
||||
// matrix has a huge far plane so 1e6-metre-away sky meshes never clip.
|
||||
|
||||
layout(location = 0) in vec3 aPos;
|
||||
layout(location = 1) in vec3 aNormal;
|
||||
layout(location = 2) in vec2 aTex;
|
||||
|
||||
uniform mat4 uModel; // per-object arc transform (r12 §2.1)
|
||||
uniform mat4 uSkyView; // camera view with M41..M43 = 0
|
||||
uniform mat4 uSkyProjection; // near=0.1, far=1e6
|
||||
uniform vec2 uUvScroll; // cumulative TexVelocityX/Y * time
|
||||
|
||||
out vec2 vTex;
|
||||
|
||||
void main() {
|
||||
vTex = aTex + uUvScroll;
|
||||
gl_Position = uSkyProjection * uSkyView * uModel * vec4(aPos, 1.0);
|
||||
}
|
||||
|
|
@ -1,12 +1,14 @@
|
|||
#version 430 core
|
||||
// Per-cell terrain blending (Phase 3c.4) — ported from WorldBuilder's
|
||||
// Landscape.frag, trimmed of editor-specific features (grid, brush,
|
||||
// walkable-slope highlighting) and with Phase 3a/3b directional lighting
|
||||
// layered on at the end.
|
||||
// walkable-slope highlighting). Phase G extends this with the shared
|
||||
// SceneLighting UBO driving per-vertex sun bake + fragment-stage fog
|
||||
// + lightning flash.
|
||||
|
||||
in vec2 vBaseUV;
|
||||
in vec3 vWorldNormal;
|
||||
in float vLightingFactor;
|
||||
in vec3 vWorldPos;
|
||||
in vec3 vLightingRGB;
|
||||
in vec4 vOverlay0;
|
||||
in vec4 vOverlay1;
|
||||
in vec4 vOverlay2;
|
||||
|
|
@ -18,24 +20,34 @@ out vec4 fragColor;
|
|||
|
||||
uniform sampler2DArray uTerrain; // 33+ layers — TerrainAtlas.GlTexture
|
||||
uniform sampler2DArray uAlpha; // 8+ layers — TerrainAtlas.GlAlphaTexture
|
||||
uniform float xAmbient; // ambient intensity (matching ACME Landscape.frag)
|
||||
|
||||
// Shared scene-lighting UBO — fog + flash are consumed here; the per-vertex
|
||||
// AdjustPlanes bake already incorporated sun + ambient.
|
||||
struct Light {
|
||||
vec4 posAndKind;
|
||||
vec4 dirAndRange;
|
||||
vec4 colorAndIntensity;
|
||||
vec4 coneAngleEtc;
|
||||
};
|
||||
layout(std140, binding = 1) uniform SceneLighting {
|
||||
Light uLights[8];
|
||||
vec4 uCellAmbient;
|
||||
vec4 uFogParams;
|
||||
vec4 uFogColor;
|
||||
vec4 uCameraAndTime;
|
||||
};
|
||||
|
||||
// Per-texture tiling repeat count across a cell. WorldBuilder uses
|
||||
// uTexTiling[36] uploaded from the dats; we default to 1.0 (one tile per
|
||||
// cell, 8 tiles across a landblock) until we wire the array. The previous
|
||||
// Phase 2b/3 single-layer path tiled at ~2 per cell, so the world may read
|
||||
// slightly coarser at 1.0 — tunable here if it looks wrong.
|
||||
// cell, 8 tiles across a landblock).
|
||||
const float TILE = 1.0;
|
||||
|
||||
// Three-layer alpha-weighted composite. Each terrain overlay layer
|
||||
// contributes based on its own alpha mask; missing layers (h == 0) collapse
|
||||
// to transparent. Lifted verbatim from WorldBuilder's Landscape.frag.
|
||||
// Three-layer alpha-weighted composite.
|
||||
vec4 maskBlend3(vec4 t0, vec4 t1, vec4 t2, float h0, float h1, float h2) {
|
||||
float a0 = h0 == 0.0 ? 1.0 : t0.a;
|
||||
float a1 = h1 == 0.0 ? 1.0 : t1.a;
|
||||
float a2 = h2 == 0.0 ? 1.0 : t2.a;
|
||||
float aR = 1.0 - (a0 * a1 * a2);
|
||||
// avoid divide-by-zero when all three overlays are absent
|
||||
float aRsafe = max(aR, 1e-6);
|
||||
a0 = 1.0 - a0;
|
||||
a1 = 1.0 - a1;
|
||||
|
|
@ -82,7 +94,6 @@ vec4 combineRoad(vec2 baseUV, vec4 pRoad0, vec4 pRoad1) {
|
|||
result = texture(uTerrain, vec3(baseUV * TILE, pRoad0.z));
|
||||
if (pRoad0.w >= 0.0) {
|
||||
vec4 a0 = texture(uAlpha, vec3(pRoad0.xy, pRoad0.w));
|
||||
// Roads use inverted alpha (the mask stores NON-road coverage).
|
||||
result.a = 1.0 - a0.a;
|
||||
if (h1 > 0.0 && pRoad1.w >= 0.0) {
|
||||
vec4 a1 = texture(uAlpha, vec3(pRoad1.xy, pRoad1.w));
|
||||
|
|
@ -93,9 +104,18 @@ vec4 combineRoad(vec2 baseUV, vec4 pRoad0, vec4 pRoad1) {
|
|||
return result;
|
||||
}
|
||||
|
||||
vec3 applyFog(vec3 lit, vec3 worldPos) {
|
||||
int mode = int(uFogParams.w);
|
||||
if (mode == 0) return lit;
|
||||
float d = length(worldPos - uCameraAndTime.xyz);
|
||||
float fogStart = uFogParams.x;
|
||||
float fogEnd = uFogParams.y;
|
||||
float span = max(1e-3, fogEnd - fogStart);
|
||||
float fog = clamp((d - fogStart) / span, 0.0, 1.0);
|
||||
return mix(lit, uFogColor.xyz, fog);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Base color: if there's no base layer (sentinel -1) just render black
|
||||
// (shouldn't happen in valid data).
|
||||
vec4 baseColor = vec4(0.0);
|
||||
if (vBaseTexIdx >= 0.0) {
|
||||
baseColor = texture(uTerrain, vec3(vBaseUV * TILE, vBaseTexIdx));
|
||||
|
|
@ -115,9 +135,15 @@ void main() {
|
|||
vec3 roadMasked = roads.rgb * roads.a;
|
||||
vec3 rgb = clamp(baseMasked + ovlMasked + roadMasked, 0.0, 1.0);
|
||||
|
||||
// Lighting matching ACME Landscape.frag:
|
||||
// litColor = finalColor * (saturate(vLightingFactor) + xAmbient);
|
||||
vec3 litColor = rgb * (clamp(vLightingFactor, 0.0, 1.0) + xAmbient);
|
||||
// Apply the per-vertex baked sun+ambient.
|
||||
vec3 lit = rgb * min(vLightingRGB, vec3(1.0));
|
||||
|
||||
fragColor = vec4(litColor, 1.0);
|
||||
// Lightning flash — additive.
|
||||
float flash = uFogParams.z;
|
||||
lit += flash * vec3(0.6, 0.6, 0.75);
|
||||
|
||||
// Atmospheric fog.
|
||||
lit = applyFog(lit, vWorldPos);
|
||||
|
||||
fragColor = vec4(lit, 1.0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,11 +8,28 @@ layout(location = 5) in uvec4 aPacked3; // bits: rot fields + splitDir (see bel
|
|||
|
||||
uniform mat4 uView;
|
||||
uniform mat4 uProjection;
|
||||
uniform vec3 xLightDirection; // world-space sun direction (matching ACME Landscape.vert)
|
||||
|
||||
// Phase G.1+G.2: sky/scene UBO. Terrain reads uLights[0] for the sun
|
||||
// (slot 0 is reserved) plus uCellAmbient for outdoor ambient; the fog
|
||||
// fields are consumed by the fragment stage.
|
||||
struct Light {
|
||||
vec4 posAndKind;
|
||||
vec4 dirAndRange;
|
||||
vec4 colorAndIntensity;
|
||||
vec4 coneAngleEtc;
|
||||
};
|
||||
layout(std140, binding = 1) uniform SceneLighting {
|
||||
Light uLights[8];
|
||||
vec4 uCellAmbient;
|
||||
vec4 uFogParams;
|
||||
vec4 uFogColor;
|
||||
vec4 uCameraAndTime;
|
||||
};
|
||||
|
||||
out vec2 vBaseUV;
|
||||
out vec3 vWorldNormal;
|
||||
out float vLightingFactor;
|
||||
out vec3 vWorldPos;
|
||||
out vec3 vLightingRGB; // pre-computed sun+ambient contribution for retail-style AdjustPlanes bake
|
||||
// Per-layer "UV.xy in cell-local 0..1 space, tex index .z, alpha index .w".
|
||||
// Negative .z means "layer not present, skip it in the fragment shader."
|
||||
out vec4 vOverlay0;
|
||||
|
|
@ -22,6 +39,11 @@ out vec4 vRoad0;
|
|||
out vec4 vRoad1;
|
||||
flat out float vBaseTexIdx;
|
||||
|
||||
// Retail's "ambient floor" constant from the decompiled AdjustPlanes
|
||||
// path (r13 §7, DAT_00796344). Even a back-lit vertex sees at least
|
||||
// this fraction of the sun color — NOT additive with ambient.
|
||||
const float MIN_FACTOR = 0.08;
|
||||
|
||||
// Port of WorldBuilder's Landscape.vert unpackOverlayLayer: sentinel-check
|
||||
// 255 → -1 (shader skips), then rotate the cell-local UV by the overlay's
|
||||
// 90° rotation count.
|
||||
|
|
@ -56,13 +78,6 @@ void main() {
|
|||
// gl_VertexID % 6. The CPU-side LandblockMesh emits vertices in a
|
||||
// specific order for each split direction; the table below must stay
|
||||
// in lockstep with LandblockMesh.Build's SWtoNE/SEtoNW branches.
|
||||
//
|
||||
// Corner labels: 0=BL (low x/y), 1=BR (high x, low y),
|
||||
// 2=TR (high x/y), 3=TL (low x, high y).
|
||||
// WorldBuilder assigns cell-local UV per corner:
|
||||
// 0 → (0, 1) 1 → (1, 1) 2 → (1, 0) 3 → (0, 0)
|
||||
// (the v axis is flipped vs. geometric convention — harmless, just a
|
||||
// texture-space choice).
|
||||
int vIdx = gl_VertexID % 6;
|
||||
int corner = 0;
|
||||
if (splitDir == 0u) {
|
||||
|
|
@ -90,12 +105,20 @@ void main() {
|
|||
else baseUV = vec2(0.0, 0.0);
|
||||
|
||||
vBaseUV = baseUV;
|
||||
// Vertices are baked in world space; normals need no model transform.
|
||||
vWorldPos = aPos;
|
||||
vWorldNormal = normalize(aNormal);
|
||||
|
||||
// Lambert diffuse term matching ACME Landscape.vert:
|
||||
// vLightingFactor = max(0.0, dot(vNormal, -normalize(xLightDirection)));
|
||||
vLightingFactor = max(0.0, dot(vWorldNormal, -normalize(xLightDirection)));
|
||||
// Retail AdjustPlanes bake (r13 §7):
|
||||
// L = max(N · -sunDir, MIN_FACTOR)
|
||||
// vertex.color = sun_color * L + ambient_color
|
||||
//
|
||||
// Slot 0 of the UBO is the sun (directional). We read its forward
|
||||
// vector and pre-multiplied color, apply the ambient floor, layer
|
||||
// in the scene ambient separately.
|
||||
vec3 sunDir = uLights[0].dirAndRange.xyz;
|
||||
vec3 sunCol = uLights[0].colorAndIntensity.xyz * uLights[0].colorAndIntensity.w;
|
||||
float L = max(dot(vWorldNormal, -sunDir), MIN_FACTOR);
|
||||
vLightingRGB = sunCol * L + uCellAmbient.xyz;
|
||||
|
||||
float baseTex = float(aPacked0.x);
|
||||
if (baseTex >= 254.0) baseTex = -1.0;
|
||||
|
|
|
|||
292
src/AcDream.App/Rendering/Sky/SkyRenderer.cs
Normal file
292
src/AcDream.App/Rendering/Sky/SkyRenderer.cs
Normal file
|
|
@ -0,0 +1,292 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Meshing;
|
||||
using AcDream.Core.Terrain;
|
||||
using AcDream.Core.World;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using Silk.NET.OpenGL;
|
||||
|
||||
namespace AcDream.App.Rendering.Sky;
|
||||
|
||||
/// <summary>
|
||||
/// Port of <c>references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SkyboxRenderManager.cs</c>.
|
||||
/// Draws the retail sky as a stack of independent celestial meshes (the
|
||||
/// "it's not a dome" insight from r12 §2) rather than a cube/sphere
|
||||
/// with a gradient texture. Each <see cref="SkyObjectData"/> is
|
||||
/// visible in a window of day-fraction space, sweeps from
|
||||
/// <c>BeginAngle</c> to <c>EndAngle</c> across the sky, and samples its
|
||||
/// texture with a per-frame UV scroll driven by <c>TexVelocityX/Y</c>.
|
||||
///
|
||||
/// <para>
|
||||
/// GL state delta per frame:
|
||||
/// <list type="bullet">
|
||||
/// <item><description>Depth mask OFF, depth test OFF, cull OFF — the sky
|
||||
/// should never occlude scene geometry.</description></item>
|
||||
/// <item><description>Separate projection matrix with a 0.1–1e6 near/far
|
||||
/// so mesh vertices at large distance don't clip.</description></item>
|
||||
/// <item><description>View matrix with translation zeroed — sky is
|
||||
/// always camera-centred; moving doesn't get you closer to the
|
||||
/// sun.</description></item>
|
||||
/// </list>
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Meshes are built lazily per GfxObj id on first reference. The
|
||||
/// per-object arc transform matches WorldBuilder's composition:
|
||||
/// <c>scale × RotZ(-heading) × RotY(-rotation)</c> — the negative signs
|
||||
/// come from AC's Z-up right-handed convention where heading is
|
||||
/// measured clockwise from north.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed unsafe class SkyRenderer : IDisposable
|
||||
{
|
||||
private readonly GL _gl;
|
||||
private readonly DatCollection _dats;
|
||||
private readonly Shader _shader;
|
||||
private readonly TextureCache _textures;
|
||||
|
||||
// Lazily-built GPU resources per sky-GfxObj.
|
||||
private readonly Dictionary<uint, List<SubMeshGpu>> _gpuByGfxObj = new();
|
||||
|
||||
// When did we start running — used to accumulate TexVelocityX/Y over
|
||||
// real time (independent of the day-fraction clock).
|
||||
private readonly DateTime _startedAt = DateTime.UtcNow;
|
||||
|
||||
// Configurable render distance — retail uses ~1e6; anything larger
|
||||
// than the scene far plane works.
|
||||
public float Near { get; set; } = 0.1f;
|
||||
public float Far { get; set; } = 1_000_000f;
|
||||
|
||||
public SkyRenderer(GL gl, DatCollection dats, Shader shader, TextureCache textures)
|
||||
{
|
||||
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
|
||||
_dats = dats ?? throw new ArgumentNullException(nameof(dats));
|
||||
_shader = shader ?? throw new ArgumentNullException(nameof(shader));
|
||||
_textures = textures ?? throw new ArgumentNullException(nameof(textures));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draw the sky for this frame. Called FIRST in the render loop —
|
||||
/// terrain / meshes / debug lines / overlay land on top.
|
||||
/// </summary>
|
||||
public void Render(
|
||||
ICamera camera,
|
||||
Vector3 cameraWorldPos,
|
||||
float dayFraction,
|
||||
DayGroupData? group)
|
||||
{
|
||||
if (group is null || group.SkyObjects.Count == 0) return;
|
||||
|
||||
// Build a sky projection with a huge far plane so 1e6m-distant
|
||||
// celestial meshes don't clip. The FOV is cargo-culted from the
|
||||
// camera's projection — see WorldBuilder's implementation.
|
||||
float fovY = MathF.PI / 3f; // 60° — matches FlyCamera/ChaseCamera
|
||||
float aspect = camera.Aspect;
|
||||
if (aspect <= 0f) aspect = 16f / 9f;
|
||||
var skyProj = Matrix4x4.CreatePerspectiveFieldOfView(fovY, aspect, Near, Far);
|
||||
|
||||
// View with translation zeroed — keeps the sky at camera origin
|
||||
// regardless of camera position in the world.
|
||||
var skyView = camera.View;
|
||||
skyView.M41 = 0f;
|
||||
skyView.M42 = 0f;
|
||||
skyView.M43 = 0f;
|
||||
|
||||
_shader.Use();
|
||||
_shader.SetMatrix4("uSkyView", skyView);
|
||||
_shader.SetMatrix4("uSkyProjection", skyProj);
|
||||
|
||||
// Save + override GL state.
|
||||
_gl.DepthMask(false);
|
||||
_gl.Disable(EnableCap.DepthTest);
|
||||
_gl.Disable(EnableCap.CullFace);
|
||||
_gl.Enable(EnableCap.Blend);
|
||||
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
|
||||
|
||||
// Look up the keyframe's override list so we can apply
|
||||
// SkyObjReplace (r12 §2.3): per-keyframe GfxObj swaps + rotation
|
||||
// override + transparency fade + luminosity cap.
|
||||
var replaces = PickReplaces(group, dayFraction);
|
||||
|
||||
float secondsSinceStart = (float)(DateTime.UtcNow - _startedAt).TotalSeconds;
|
||||
|
||||
for (int i = 0; i < group.SkyObjects.Count; i++)
|
||||
{
|
||||
var obj = group.SkyObjects[i];
|
||||
if (!obj.IsVisible(dayFraction)) continue;
|
||||
|
||||
// Apply per-keyframe replace overrides.
|
||||
uint gfxObjId = obj.GfxObjId;
|
||||
float headingDeg = 0f;
|
||||
float transparent = 0f;
|
||||
float luminosity = 1f;
|
||||
if (replaces.TryGetValue((uint)i, out var rep))
|
||||
{
|
||||
if (rep.GfxObjId != 0) gfxObjId = rep.GfxObjId;
|
||||
if (rep.Rotate != 0f) headingDeg = rep.Rotate;
|
||||
transparent = Math.Clamp(rep.Transparent, 0f, 1f);
|
||||
if (rep.Luminosity > 0f) luminosity = rep.Luminosity;
|
||||
if (rep.MaxBright > 0f) luminosity = MathF.Min(luminosity, rep.MaxBright);
|
||||
}
|
||||
if (gfxObjId == 0) continue;
|
||||
|
||||
// Current arc angle across the sky.
|
||||
float rotationDeg = obj.CurrentAngle(dayFraction);
|
||||
float headingRad = headingDeg * (MathF.PI / 180f);
|
||||
float rotationRad = rotationDeg * (MathF.PI / 180f);
|
||||
|
||||
// Matches WorldBuilder's composition for a Z-up right-handed
|
||||
// frame with heading measured clockwise from north.
|
||||
var model = Matrix4x4.CreateScale(1.0f)
|
||||
* Matrix4x4.CreateRotationZ(-headingRad)
|
||||
* Matrix4x4.CreateRotationY(-rotationRad);
|
||||
|
||||
_shader.SetMatrix4("uModel", model);
|
||||
|
||||
// UV scroll accumulates real-time × velocity. Wrap to [0, 1]
|
||||
// so long-running sessions don't accumulate float precision
|
||||
// loss in the fragment UV.
|
||||
float uOffset = (obj.TexVelocityX * secondsSinceStart) % 1f;
|
||||
float vOffset = (obj.TexVelocityY * secondsSinceStart) % 1f;
|
||||
_shader.SetVec2("uUvScroll", new Vector2(uOffset, vOffset));
|
||||
_shader.SetFloat("uTransparency", transparent);
|
||||
_shader.SetFloat("uLuminosity", luminosity);
|
||||
_shader.SetVec4("uTint", Vector4.One);
|
||||
|
||||
EnsureMeshUploaded(gfxObjId);
|
||||
if (!_gpuByGfxObj.TryGetValue(gfxObjId, out var subMeshes)) continue;
|
||||
|
||||
foreach (var sub in subMeshes)
|
||||
{
|
||||
uint tex = _textures.GetOrUpload(sub.SurfaceId);
|
||||
_gl.ActiveTexture(TextureUnit.Texture0);
|
||||
_gl.BindTexture(TextureTarget.Texture2D, tex);
|
||||
_gl.BindVertexArray(sub.Vao);
|
||||
_gl.DrawElements(PrimitiveType.Triangles,
|
||||
(uint)sub.IndexCount,
|
||||
DrawElementsType.UnsignedInt,
|
||||
(void*)0);
|
||||
}
|
||||
}
|
||||
|
||||
// Restore GL state expected by the rest of the pipeline.
|
||||
_gl.Disable(EnableCap.Blend);
|
||||
_gl.DepthMask(true);
|
||||
_gl.Enable(EnableCap.DepthTest);
|
||||
_gl.BindVertexArray(0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Find the <see cref="SkyObjectReplaceData"/> entries for the
|
||||
/// keyframe currently "active" at <paramref name="dayFraction"/>.
|
||||
/// Matches WorldBuilder's single-keyframe lookup (it picks <c>t1</c>
|
||||
/// and doesn't interpolate the replace fields).
|
||||
/// </summary>
|
||||
private static Dictionary<uint, SkyObjectReplaceData> PickReplaces(
|
||||
DayGroupData group, float dayFraction)
|
||||
{
|
||||
var result = new Dictionary<uint, SkyObjectReplaceData>();
|
||||
var times = group.SkyTimes;
|
||||
if (times.Count == 0) return result;
|
||||
|
||||
// Pick k1 = last keyframe with Begin <= dayFraction.
|
||||
DatSkyKeyframeData k1 = times[^1];
|
||||
for (int i = 0; i < times.Count; i++)
|
||||
{
|
||||
if (times[i].Keyframe.Begin <= dayFraction)
|
||||
k1 = times[i];
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
foreach (var r in k1.Replaces)
|
||||
result[r.ObjectIndex] = r;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Lazy GfxObj build — reuses <see cref="GfxObjMesh"/> so the
|
||||
/// pos/neg polygon splitting logic stays consistent with the main
|
||||
/// static-mesh pipeline. Most sky meshes are single-surface.
|
||||
/// </summary>
|
||||
private void EnsureMeshUploaded(uint gfxObjId)
|
||||
{
|
||||
if (_gpuByGfxObj.ContainsKey(gfxObjId)) return;
|
||||
|
||||
var gfx = _dats.Get<GfxObj>(gfxObjId);
|
||||
if (gfx is null)
|
||||
{
|
||||
_gpuByGfxObj[gfxObjId] = new List<SubMeshGpu>();
|
||||
return;
|
||||
}
|
||||
|
||||
var subMeshes = GfxObjMesh.Build(gfx, _dats);
|
||||
var gpuList = new List<SubMeshGpu>(subMeshes.Count);
|
||||
foreach (var sm in subMeshes)
|
||||
gpuList.Add(UploadSubMesh(sm));
|
||||
_gpuByGfxObj[gfxObjId] = gpuList;
|
||||
}
|
||||
|
||||
private SubMeshGpu UploadSubMesh(GfxObjSubMesh sm)
|
||||
{
|
||||
uint vao = _gl.GenVertexArray();
|
||||
_gl.BindVertexArray(vao);
|
||||
|
||||
uint vbo = _gl.GenBuffer();
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
|
||||
fixed (void* p = sm.Vertices)
|
||||
_gl.BufferData(BufferTargetARB.ArrayBuffer,
|
||||
(nuint)(sm.Vertices.Length * sizeof(Vertex)), p, BufferUsageARB.StaticDraw);
|
||||
|
||||
uint ebo = _gl.GenBuffer();
|
||||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
|
||||
fixed (void* p = sm.Indices)
|
||||
_gl.BufferData(BufferTargetARB.ElementArrayBuffer,
|
||||
(nuint)(sm.Indices.Length * sizeof(uint)), p, BufferUsageARB.StaticDraw);
|
||||
|
||||
uint stride = (uint)sizeof(Vertex);
|
||||
_gl.EnableVertexAttribArray(0);
|
||||
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
|
||||
_gl.EnableVertexAttribArray(1);
|
||||
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
|
||||
_gl.EnableVertexAttribArray(2);
|
||||
_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float)));
|
||||
|
||||
_gl.BindVertexArray(0);
|
||||
return new SubMeshGpu
|
||||
{
|
||||
Vao = vao,
|
||||
Vbo = vbo,
|
||||
Ebo = ebo,
|
||||
IndexCount = sm.Indices.Length,
|
||||
SurfaceId = sm.SurfaceId,
|
||||
};
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
foreach (var subs in _gpuByGfxObj.Values)
|
||||
{
|
||||
foreach (var sub in subs)
|
||||
{
|
||||
_gl.DeleteBuffer(sub.Vbo);
|
||||
_gl.DeleteBuffer(sub.Ebo);
|
||||
_gl.DeleteVertexArray(sub.Vao);
|
||||
}
|
||||
}
|
||||
_gpuByGfxObj.Clear();
|
||||
}
|
||||
|
||||
private sealed class SubMeshGpu
|
||||
{
|
||||
public uint Vao;
|
||||
public uint Vbo;
|
||||
public uint Ebo;
|
||||
public int IndexCount;
|
||||
public uint SurfaceId;
|
||||
}
|
||||
}
|
||||
|
|
@ -218,12 +218,11 @@ public sealed unsafe class TerrainChunkRenderer : IDisposable
|
|||
_shader.SetMatrix4("uView", camera.View);
|
||||
_shader.SetMatrix4("uProjection", camera.Projection);
|
||||
|
||||
// Lighting uniforms matching ACME Landscape.vert/frag.
|
||||
// LightDirection (0.5, 0.3, -0.3) from ACME GameScene.cs:238.
|
||||
// AmbientLightIntensity 0.45 from ACME LandscapeEditorSettings.cs:108.
|
||||
var lightDir = Vector3.Normalize(new Vector3(0.5f, 0.3f, -0.3f));
|
||||
_shader.SetVec3("xLightDirection", lightDir);
|
||||
_shader.SetFloat("xAmbient", 0.45f);
|
||||
// Phase G: light direction + ambient + fog come from the shared
|
||||
// SceneLighting UBO (binding=1) uploaded by GameWindow once per
|
||||
// frame. Terrain bakes per-vertex AdjustPlanes lighting (r13 §7)
|
||||
// from the UBO's slot-0 sun + uCellAmbient, then the fragment
|
||||
// stage adds fog + lightning flash. No per-program uniforms here.
|
||||
|
||||
// Terrain atlas on unit 0, alpha atlas on unit 1.
|
||||
_gl.ActiveTexture(TextureUnit.Texture0);
|
||||
|
|
|
|||
|
|
@ -65,6 +65,22 @@ public sealed class GpuWorldState
|
|||
|
||||
public bool IsLoaded(uint landblockId) => _loaded.ContainsKey(landblockId);
|
||||
|
||||
/// <summary>
|
||||
/// Try to grab the loaded record for a landblock — useful for callers
|
||||
/// that need to enumerate entities before the landblock is dropped
|
||||
/// (e.g. unregistering dynamic lights on a RemoveLandblock).
|
||||
/// </summary>
|
||||
public bool TryGetLandblock(uint landblockId, out LoadedLandblock? lb)
|
||||
{
|
||||
if (_loaded.TryGetValue(landblockId, out var found))
|
||||
{
|
||||
lb = found;
|
||||
return true;
|
||||
}
|
||||
lb = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Store the axis-aligned bounding box for a loaded landblock. Called from
|
||||
/// the render thread after the terrain mesh is built and uploaded.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue