fix(sky): translucency-as-opacity + sky fog floor + additive fog-skip
Three retail-faithful sky/weather composite fixes (one cohesive commit because they touch the same per-Surface flag plumbing path). 1. Surface.Translucency is OPACITY, not (1 - opacity). Retail D3DPolyRender::SetSurface at 0x59c7a6 (decomp 425255-425260) computes `curr_alpha = _ftol2(translucency × 255)` and writes that directly as vertex.color.alpha. ACViewer (TextureCache.cs:142) and WorldBuilder (ObjectMeshManager.cs:1115) both use `1 - translucency` and are wrong by the same misread. Cloud surface 0x08000023 has Translucency=0.25; under the old (1-x) formula opacity was 0.75, making clouds 3× too bright vs retail. Flipped to use translucency directly. Gated on the Translucent flag (0x10) so non-Translucent surfaces (which carry Translucency=0 in the dat) keep opacity 1.0 instead of going invisible. 2. Sky fog re-enabled with a "fog floor" mitigation. Disabled 2026-04-24 because Dereth sky meshes are authored at radii 1050-1820m while storm-keyframe FogEnd is ~400m, which would saturate the entire dome to flat fogColor and destroy stars/moon/dome texture. Retail visibly DOES fog its sky, mechanism still un-pinned. Workaround: clamp `vFogFactor` to a minimum of SKY_FOG_FLOOR=0.2 so the dome shows AT LEAST 20% raw texture even at extreme distances. Tuned via dual- client visual comparison; preserves stars/moon while letting the horizon haze visibly in low-FogEnd keyframes. 3. Additive sky surfaces skip fog entirely. Retail D3DPolyRender::SetSurface at 0x59c882 calls SetFFFogAlphaDisabled(1) when the Additive flag (0x10000) is set — sun, moon, stars, additive cloud sheets render unfogged. Without this gate the sun dimmed to fog color at horizon dusk/dawn instead of staying bright. Plumbed via new `uApplyFog` shader uniform driven by the existing SubMeshGpu.IsAdditive boolean (already set from TranslucencyKind.Additive at upload time). User visually verified all three vs retail screenshots in Holtburg. Tests: 1223 pass.
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4 changed files with 121 additions and 55 deletions
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@ -22,13 +22,18 @@ out vec4 fragColor;
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uniform sampler2D uDiffuse;
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uniform float uTransparency; // 0 = fully visible, 1 = fully transparent
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// Surface.Translucency float (0..1) — distinct from uTransparency
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// (which is the per-keyframe Replace override). Retail
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// D3DPolyRender::SetSurface at 0x59c767 reads this when the Surface's
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// Translucent (0x10) bit is set and converts to per-vertex alpha;
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// ACViewer + WorldBuilder both apply opacity = (1 - x). Both factors
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// compose multiplicatively into final fragment alpha. For non-Translucent
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// surfaces uSurfTranslucency = 0 ⇒ no effect.
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// 1.0 = apply fog mix to this submesh; 0.0 = skip fog (Additive sky
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// surfaces — sun/moon/stars per retail SetFFFogAlphaDisabled(1) at
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// D3DPolyRender::SetSurface 0x59c882). Set per-submesh on the CPU side.
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uniform float uApplyFog;
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// Surface.Translucency float (0..1) used DIRECTLY as opacity (NOT 1-x).
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// Distinct from uTransparency (per-keyframe Replace override). Retail
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// D3DPolyRender::SetSurface at 0x59c7a6 (decomp 425255-425260) reads
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// Surface.Translucency when the Translucent (0x10) bit is set and feeds
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// _ftol2(translucency × 255) directly as vertex alpha. ACViewer
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// (TextureCache.cs:142) + WorldBuilder (ObjectMeshManager.cs:1115) both
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// invert it (1-x) and are wrong. For non-Translucent surfaces the CPU
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// side (GfxObjMesh.Build) sets uSurfTranslucency = 1.0 ⇒ no effect.
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uniform float uSurfTranslucency;
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// Shared SceneLighting UBO — fog params drive the mix, flash channel
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@ -60,14 +65,36 @@ void main() {
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// composite.
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vec3 rgb = sampled.rgb * vTint;
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// Retail vertex fog: lerp(fogColor, scene, fogFactor). DISABLED
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// 2026-04-24 — Dereth sky meshes are authored at radii 1050–1820m
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// while the midnight keyframe's FogEnd is only 400m. Every sky
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// pixel was getting swamped to `uFogColor` (dark navy) — which
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// destroyed stars, moon, and the dome's night texture. Retail's
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// render path must use a different fog range for sky vs terrain;
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// until that's pinned, skip the fog mix on sky entirely.
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// rgb = mix(uFogColor.rgb, rgb, vFogFactor);
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// Retail-faithful sky fog mix with a "fog floor" mitigation:
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//
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// Dereth sky meshes are authored at radii 1050–1820m. At midnight
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// (storm keyframes FogEnd ~400m) the raw vFogFactor saturates to 0
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// for every dome pixel — `mix(fogColor, rgb, 0)` would render the
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// entire dome as flat fogColor, destroying stars / moon / texture.
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// That was the reason fog was disabled on sky 2026-04-24 (issue #4).
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//
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// Retail clearly DOES apply fog to its sky meshes — distant horizon
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// mountains and the dome itself fade toward the fog color in retail
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// screenshots. Mechanism unknown (sky-specific FogEnd? elevation-
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// weighted? different formula?). Until pinned, the workaround is
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// a clamp on the minimum fog factor so the dome NEVER mixes more
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// than (1 - SKY_FOG_FLOOR) toward fogColor — preserves stars/moon
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// while still letting the horizon haze visibly in low-FogEnd
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// keyframes.
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//
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// SKY_FOG_FLOOR=0.2 means dome shows AT LEAST 20% raw texture, AT
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// MOST 80% fog color even at extreme distances. Tuned via dual-
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// client visual comparison 2026-04-27 — adjust if night sky goes
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// back to flat-fog or stays too vivid vs retail.
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// Skip fog mix entirely on Additive surfaces (sun, moon, stars,
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// additive cloud sheets) — retail's SetFFFogAlphaDisabled(1) at
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// D3DPolyRender::SetSurface 0x59c882. Without this gate the sun
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// dims to fog color at horizon, which doesn't match retail.
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if (uApplyFog > 0.5) {
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const float SKY_FOG_FLOOR = 0.2;
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float skyFogFactor = max(vFogFactor, SKY_FOG_FLOOR);
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rgb = mix(uFogColor.rgb, rgb, skyFogFactor);
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}
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// Lightning additive bump — client-driven during storm flashes.
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// NOTE: the exact retail mechanism for lightning visual is still
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@ -84,14 +111,24 @@ void main() {
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float cap = mix(1.0, 3.0, clamp(flash, 0.0, 1.0));
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rgb = min(rgb, vec3(cap));
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// Final fragment alpha = texture-alpha × keyframe-replace-opacity
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// × surface-translucency-opacity. Both opacity factors are
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// (1 - x) form per ACViewer (TextureCache.cs:142) and WorldBuilder
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// (ObjectMeshManager.cs:1115). For the rain mesh 0x01004C42/0x01004C44:
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// sampled.a = 1.0 (R8G8B8 texture), uTransparency = 0,
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// uSurfTranslucency = 0.5 → a = 0.5 → with the (SrcAlpha, One) blend
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// the streak contribution is halved, matching retail's curr_alpha = 127.
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float a = sampled.a * (1.0 - uTransparency) * (1.0 - uSurfTranslucency);
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// Final fragment alpha:
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// uTransparency — keyframe-replace transparency override (0..1).
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// 0 = fully visible, 1 = fully transparent.
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// Applied as (1 - x).
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// uSurfTranslucency — the dat's Surface.Translucency value when the
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// Translucent flag is set, else 1.0. Despite the
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// name, retail uses this as OPACITY directly (per
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// D3DPolyRender::SetSurface at 0x59c7a6 which
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// writes _ftol2(translucency × 255) into vertex
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// alpha). Multiply directly — NOT (1 - x).
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//
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// For the rain mesh 0x01004C42/4C44 (translucency=0.5): a = 1*1*0.5 = 0.5
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// matches retail curr_alpha=127, halves the additive streak.
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// For cloud surface 0x08000023 (translucency=0.25): a = 1*1*0.25 = 0.25
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// matches retail curr_alpha=63, dim cloud (was 3× too bright with
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// the previous 1-x formula).
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// For non-Translucent surfaces uSurfTranslucency = 1.0, no effect.
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float a = sampled.a * (1.0 - uTransparency) * uSurfTranslucency;
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if (a < 0.01) discard;
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fragColor = vec4(rgb, a);
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}
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@ -325,16 +325,28 @@ public sealed unsafe class SkyRenderer : IDisposable
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_shader.SetFloat("uEmissive", effEmissive);
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// Retail per-Surface translucency override (D3DPolyRender::SetSurface
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// at 0x59c767): when the Surface's Translucent (0x10) bit is set,
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// its translucency float drives per-vertex alpha. Both ACViewer
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// and WorldBuilder render this as opacity = (1 - x). The shader
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// multiplies output alpha by (1 - uSurfTranslucency); for surfaces
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// without the bit, SurfTranslucency=0 ⇒ no effect. Critical for
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// the rain mesh 0x01004C42/0x01004C44 (Translucency=0.5) so its
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// streaks contribute at half intensity instead of full under the
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// additive (SrcAlpha, One) blend.
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// at 0x59c7a6, decomp 425255-425260): when the Surface's
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// Translucent (0x10) bit is set, retail computes
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// curr_alpha = _ftol2(translucency × 255) and writes it as vertex
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// alpha — i.e. the dat's Translucency float is the OPACITY
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// directly, NOT inverted. ACViewer and WorldBuilder both invert
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// it (1 - x) and are wrong by the same misread. The shader uses
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// it directly as an opacity multiplier; for non-Translucent
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// surfaces the GfxObjMesh.Build() path keeps SurfTranslucency=1.0
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// (no effect). Critical for rain (Translucency=0.5 → opacity 0.5)
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// and clouds (Translucency=0.25 → opacity 0.25, dim like retail).
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_shader.SetFloat("uSurfTranslucency", sub.SurfTranslucency);
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// Retail D3DPolyRender::SetSurface at 0x59c882 calls
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// SetFFFogAlphaDisabled(1) when the Additive flag (0x10000)
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// is set on the Surface — so the sun, moon, stars, and any
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// additive cloud sheet are drawn WITHOUT fog. Skipping fog
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// on additive surfaces keeps the sun bright at horizon
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// dusk/dawn (where fog would otherwise dim it to fog color).
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// Non-additive sky meshes (the dome, opaque cloud layers)
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// still mix toward fog with the floor mitigation in sky.frag.
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_shader.SetFloat("uApplyFog", sub.IsAdditive ? 0f : 1f);
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uint tex = _textures.GetOrUpload(sub.SurfaceId);
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_gl.ActiveTexture(TextureUnit.Texture0);
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_gl.BindTexture(TextureTarget.Texture2D, tex);
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@ -200,7 +200,21 @@ public static class GfxObjMesh
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// docs/research/2026-04-23-sky-retail-verbatim.md §6).
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var translucency = TranslucencyKind.Opaque;
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var luminosity = 0f;
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var surfTranslucency = 0f;
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// SurfTranslucency = the OPACITY multiplier the shader applies
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// to fragment alpha. 1.0 = fully opaque (default, non-Translucent
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// surfaces). For Translucent-flag surfaces, retail's
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// D3DPolyRender::SetSurface at 0x59c7a6 (decomp lines 425255-
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// 425260) computes curr_alpha = _ftol2(translucency × 255) and
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// feeds that as vertex.color.alpha — so the dat's Translucency
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// float is the OPACITY directly (NOT inverted). For rain
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// (translucency=0.5) opacity is 0.5; for cloud surface
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// 0x08000023 (translucency=0.25) opacity is 0.25 — that's why
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// retail's clouds are dim and acdream's were 3× too bright
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// before this fix (we used 1-translucency, inverting the
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// semantic). ACViewer's TextureCache.cs:142 and WorldBuilder's
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// ObjectMeshManager.cs:1115 also use 1-translucency and are
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// both wrong by the same misread.
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var surfTranslucency = 1.0f;
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if (dats is not null)
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{
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var surface = dats.Get<Surface>(surfaceId);
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@ -208,15 +222,13 @@ public static class GfxObjMesh
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{
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translucency = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
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luminosity = surface.Luminosity;
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// Retail D3DPolyRender::SetSurface at 0x59c767: when the
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// Translucent (0x10) flag is set, the surface's
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// Translucency float drives per-vertex alpha. Both
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// ACViewer and WorldBuilder apply opacity = (1 - x).
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// For the rain Surface 0x080000C5 this is 0.5. Carrying
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// the float verbatim and converting to opacity in the
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// shader keeps non-Translucent surfaces (Translucency=0)
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// identical to the previous behavior.
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surfTranslucency = surface.Translucency;
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// Apply the dat's Translucency value as opacity ONLY
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// when the Translucent flag (0x10) is set on the
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// Surface. Without this gate, surfaces with
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// Translucency=0 (non-Translucent default) would
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// render fully transparent.
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if (((uint)surface.Type & (uint)DatReaderWriter.Enums.SurfaceType.Translucent) != 0)
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surfTranslucency = surface.Translucency;
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}
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}
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@ -55,20 +55,25 @@ public sealed record GfxObjSubMesh(
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public bool NeedsUvRepeat { get; init; } = false;
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/// <summary>
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/// <c>Surface.Translucency</c> float (0..1 — distinct from the
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/// <c>Surface.Translucency</c> float (0..1) treated as an OPACITY
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/// multiplier on fragment alpha. 1.0 = fully opaque (default for
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/// non-Translucent surfaces). Distinct from the
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/// <see cref="TranslucencyKind"/> classifier above, which buckets the
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/// flag bits). Retail's <c>D3DPolyRender::SetSurface</c> at
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/// <c>0x59c767</c> reads this when the <c>Translucent</c> (0x10) bit
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/// is set on the surface and feeds it into the per-vertex alpha
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/// (<c>curr_alpha</c>); the rasterizer then multiplies fragment alpha
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/// by <c>(1 - translucency)</c> so the resulting opacity is
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/// <c>1 - x</c>. ACViewer (<c>TextureCache.cs:142</c>) and WorldBuilder
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/// (<c>ObjectMeshManager.cs:1115</c>) both use the same convention.
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/// For the rain Surface 0x080000C5, <c>Translucency = 0.5</c> ⇒
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/// opacity = 0.5; with the <c>(SrcAlpha, One)</c> additive blend the
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/// rain streaks contribute at half intensity instead of full.
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/// Defaults to 0.0 (fully opaque) so non-translucent surfaces render
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/// through the normal lighting path without change.
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/// flag bits. Retail's <c>D3DPolyRender::SetSurface</c> at
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/// <c>0x59c7a6</c> (decomp lines 425255-425260) reads
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/// <c>Surface.Translucency</c> when the <c>Translucent</c> (0x10) bit
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/// is set, computes <c>curr_alpha = _ftol2(translucency × 255)</c>,
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/// and writes that as vertex alpha — i.e. the dat's Translucency float
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/// is used DIRECTLY as opacity, NOT inverted. ACViewer
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/// (<c>TextureCache.cs:142</c>) and WorldBuilder
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/// (<c>ObjectMeshManager.cs:1115</c>) both use <c>1 - translucency</c>
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/// and are wrong by the same misread.
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/// For the rain Surface 0x080000C5 (translucency=0.5): opacity = 0.5;
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/// with the <c>(SrcAlpha, One)</c> additive blend the rain streaks
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/// contribute at half intensity. For cloud surface 0x08000023
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/// (translucency=0.25): opacity = 0.25 (matches retail's dim clouds).
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/// Defaults to 1.0 (fully opaque) so non-Translucent surfaces render
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/// at full opacity without change.
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/// </summary>
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public float SurfTranslucency { get; init; } = 0f;
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public float SurfTranslucency { get; init; } = 1f;
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}
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