fix(sky): A7 — correct sun-vector magnitude (ambient + sun were ~32% too bright)
Outdoor lighting was ~32% too bright (washed-out, weak shading). Live cdb on retail (SmartBox::SetWorldAmbientLight + SkyDesc::GetLighting + LScape::sunlight, binary matches refs/acclient.pdb) pinned it: at the SAME game time + DayGroup, acdream's ambient COLOR matched retail exactly (the purple is correct, authored per-time-of-day in the sky dat) but the LEVEL was 0.607 vs retail's 0.459. level = AmbBright + 0.2·|sunVec|, both AmbBright=0.40, so acdream's |sunVec|≈1.06 vs retail's ≈0.30. Retail's LScape::sunlight read live = (0.2238, ~0, 0.00352), magnitude 0.224 = DirBright, y≈0. RetailSunVector had `y = cos(P)` (≈1) — the raw PRE-transform value SkyDesc:: GetLighting writes to arg5 (0x00500ac9), before LScape::set_sky_position's world transform. acdream ported the un-transformed vector, so the y=cos(P)≈1 term inflated |sunVec| to ~1.06. That magnitude feeds BOTH the ambient boost (SkyKeyframe.AmbientColor) AND the sun colour (SkyKeyframe.SunColor = DirColor×|sunVec|), over-brightening the whole scene (terrain, objects, sky) ~30% and also pointing the sun the wrong way. Fix: RetailSunVector = DirBright × (cos(P)·sin(H), cos(P)·cos(H), sin(P)) — the world-space spherical form LScape::sunlight actually holds; |sunVec| == DirBright for all H/P. After: acdream ambient (0.353,0.176,0.449) vs retail (0.360,0.180, 0.459) — within ~2%, user-confirmed "better outside". Sun direction also corrected (was pointing ~North from the bad y term). Tests updated to the cdb-verified values (the prior tests pinned the inflated magnitude). 18/18 sky tests green. reference-retail-ambient-values memory updated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 73 additions and 56 deletions
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@ -74,22 +74,15 @@ public readonly record struct SkyKeyframe(
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/// (see <see cref="SkyStateProvider.RetailSunVector"/>).
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///
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/// <para>
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/// Why <c>|sunVec|</c> instead of <c>DirBright</c> directly: retail's
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/// <c>PrimD3DRender::UpdateLightsInternal</c> at <c>0x0059b57c</c>
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/// (decomp line 424118-424119) computes
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/// <code>D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²)</code>
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/// from the sun vector <c>SkyDesc::GetLighting</c> built at
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/// <c>0x00500ac9</c> (decomp lines 261343-261353):
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/// <code>
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/// sunVec.x = sin(H) × DirBright × cos(P)
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/// sunVec.y = cos(P) // NOT scaled by DirBright
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/// sunVec.z = DirBright × sin(P)
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/// </code>
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/// Because Y is unscaled by <c>DirBright</c>, <c>|sunVec|</c> ≠
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/// <c>DirBright</c> in general — it varies with sun pitch and heading.
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/// Using <c>DirBright</c> alone underweighted the warm directional
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/// term, letting the cool ambient/fog dominate ⇒ acdream rendered
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/// blue-white at keyframes where retail looked warm-gray.
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/// <c>|sunVec|</c> is retail's <c>D3DLIGHT9.Diffuse = DirColor × sqrt(x²+y²+z²)</c>
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/// scaling (<c>PrimD3DRender::UpdateLightsInternal</c> 0x0059b57c, decomp
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/// 424118-424119) of the WORLD-space sun vector (<c>LScape::sunlight</c>).
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/// Because <see cref="SkyStateProvider.RetailSunVector"/> is now the
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/// DirBright-scaled spherical vector (magnitude == DirBright, cdb-verified —
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/// see that method), <c>|sunVec| == DirBright</c>, so this is effectively
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/// <c>SunColor = DirColor × DirBright</c>. (A prior bug used the un-transformed
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/// y=cos(P) vector ⇒ |sunVec|≈1.06 ⇒ the sun was ~4–5× too bright at dawn/dusk;
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/// [[reference-retail-ambient-values]].)
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/// </para>
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/// </summary>
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public Vector3 SunColor => DirColor * SkyStateProvider.RetailSunVector(this).Length();
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@ -301,21 +294,35 @@ public sealed class SkyStateProvider
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}
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/// <summary>
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/// Retail's raw sun vector (NOT normalized) — the same vector
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/// <c>SkyDesc::GetLighting</c> writes at <c>0x00500ac9</c>
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/// (decomp lines 261343, 261352, 261353):
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/// Retail's world-space sun vector (NOT normalized): the standard
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/// spherical-to-cartesian direction (East=x, North=y, Up=z) scaled by
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/// <c>DirBright</c>:
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/// <code>
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/// sunVec.x = sin(H_rad) × DirBright × cos(P_rad)
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/// sunVec.y = cos(P_rad) // NOT scaled by DirBright
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/// sunVec.z = DirBright × sin(P_rad)
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/// sunVec.x = DirBright × cos(P) × sin(H)
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/// sunVec.y = DirBright × cos(P) × cos(H)
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/// sunVec.z = DirBright × sin(P)
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/// </code>
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/// Y is unscaled by brightness on purpose — that's what makes
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/// <c>|sunVec|</c> ≠ <c>DirBright</c> in general (the magnitude varies
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/// with pitch/heading, which is the basis for retail's "sun is brighter
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/// in some configurations than others" lighting behavior). The shader's
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/// <c>uSunDir</c> uniform uses the NORMALIZED vector for N·L; the
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/// magnitude feeds <see cref="SkyKeyframe.SunColor"/> intensity and
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/// the ambient brightness boost in <see cref="SkyKeyframe.AmbientColor"/>.
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/// so <c>|sunVec| == DirBright</c> exactly (cos²P·(sin²H+cos²H)+sin²P = 1).
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///
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/// <para>
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/// GROUNDED IN A LIVE cdb CAPTURE (2026-06-18, [[reference-retail-ambient-values]]):
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/// retail's <c>LScape::sunlight</c> read at a dawn keyframe (H=90°, P=0.9°,
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/// DirBright≈0.224) = <c>(0.2238, ~0, 0.00352)</c> — y≈0, magnitude 0.224 =
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/// DirBright. That fed <c>level = 0.2·|sunlight| + ambient_level = 0.2·0.224 +
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/// 0.40 = 0.445</c>, matching the captured <c>SetWorldAmbientLight</c> level.
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/// </para>
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/// <para>
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/// PRIOR BUG: an earlier version returned <c>y = cos(P)</c> (≈1) — the raw
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/// PRE-transform value the decomp's <c>SkyDesc::GetLighting</c> writes to its
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/// <c>arg5</c> (0x00500ac9, before <c>LScape::set_sky_position</c>'s world
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/// transform). Porting that un-transformed vector inflated <c>|sunVec|</c> to
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/// ~1.06 instead of ~0.22, over-brightening BOTH the ambient boost
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/// (<see cref="SkyKeyframe.AmbientColor"/>) AND the sun colour
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/// (<see cref="SkyKeyframe.SunColor"/>) by ~30% vs retail. The world-space
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/// form above is what <c>LScape::sunlight</c> actually holds at runtime.
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/// </para>
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/// The shader uses the NORMALIZED vector for N·L; the magnitude (= DirBright)
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/// feeds the sun-colour intensity and the ambient brightness boost.
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/// </summary>
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public static Vector3 RetailSunVector(SkyKeyframe kf)
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{
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@ -325,9 +332,9 @@ public sealed class SkyStateProvider
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float sinP = MathF.Sin(p);
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float B = kf.DirBright;
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return new Vector3(
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MathF.Sin(h) * B * cosP, // x = sin(H) × B × cos(P)
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cosP, // y = cos(P) ← unscaled by B
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B * sinP); // z = B × sin(P)
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B * cosP * MathF.Sin(h), // x = DirBright × cos(P) × sin(H)
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B * cosP * MathF.Cos(h), // y = DirBright × cos(P) × cos(H)
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B * sinP); // z = DirBright × sin(P)
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}
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/// <summary>
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