sky(phase-2): retail-verbatim per-vertex lighting via Surface.Luminosity

Phase 2 of the sky port. Empirically confirmed from the Phase 1 dump
(ACDREAM_DUMP_SKY=1 on the live Dereth region): retail distinguishes
self-illuminated sky meshes from lit ones by the `Surface.Luminosity`
FLOAT field (0..1), NOT by the `SurfaceType.Luminous` flag bit (none of
Dereth's sky meshes have the flag set).

Observed values on the 4 currently-visible sky GfxObjs:

  GfxObj 0x010015EE (dome, 4 surfaces)    Luminosity = 1.0
  GfxObj 0x010015EF (upper cloud)         Luminosity = 0.0
  GfxObj 0x01004C36 (lower drift cloud)   Luminosity = 0.0
  GfxObj 0x01001348 (sun/moon additive)   Luminosity = 1.0

Retail uses this as an emissive coefficient in the per-vertex lighting
formula (decompiled chunk_00500000.c:7535 FUN_00508010 + chunk_00530000.c
AdjustPlanes per-vertex math):

  tint = clamp(vec3(Luminosity) + AmbColor*AmbBright
               + max(dot(N, -sunDir), 0) * DirColor*DirBright,
               0.0, 1.0)
  fragment = texture * tint

When Luminosity=1.0 the clamp saturates → full texture brightness
regardless of time of day (dome gradient preserved; sun/moon always
bright). When Luminosity=0.0 only the ambient + diffuse term drives the
tint, so clouds pick up the time-of-day ambient (purple at midnight
per AmbColor=(200,100,255)×AmbBright=0.4 ≈ (0.31,0.16,0.40); warm tan
at dusk; pale-cool at noon).

Also empirically confirmed: raw SkyObjectReplace Transparent/Luminosity
/MaxBright are in 0..100 percent range (observed 11, 15, 22, 66, 100,
and -1 sentinel). The `/100` divide in SkyDescLoader (eeae83a) is
retail-correct; `_DAT_007a1870` in the decompile must be 0.01f.

Code changes:
- src/AcDream.Core/Meshing/GfxObjSubMesh.cs: new `Luminosity` field on
  the per-submesh record (0..1, defaults to 0 for non-sky meshes).
- src/AcDream.Core/Meshing/GfxObjMesh.cs: pull Surface.Luminosity when
  building submeshes (alongside existing Translucency capture).
- src/AcDream.App/Rendering/Sky/SkyRenderer.cs:
  - SubMeshGpu gains SurfLuminosity, propagated from GfxObjSubMesh.
  - Render() pushes uAmbientColor/uSunColor/uSunDir once per frame from
    the interpolated keyframe; uEmissive once per submesh.
  - uTint uniform removed (replaced by the vTint varying computed in
    the vertex shader).
- src/AcDream.App/Rendering/Shaders/sky.vert: computes vTint per-vertex
  using the retail AdjustPlanes formula.
- src/AcDream.App/Rendering/Shaders/sky.frag: consumes vTint, drops
  uTint uniform. uLuminosity (the per-keyframe SkyObjectReplace
  override) still applied as a final scalar multiply.

Expected visual difference from Phase 1 baseline:
  - Dome gradient: IDENTICAL (Luminosity=1 saturates).
  - Sun / moon: IDENTICAL (Luminosity=1 saturates, additive blend).
  - Clouds: now tinted by time of day. Midnight → purple haze. Noon →
    pale cool. Dusk → warm tan.

Open questions (unchanged from Phase 1 doc):
  - Does the 15s LightTickSize throttling need porting? Phase 3.
  - Does FUN_00532440 (AdjustPlanes per-cell terrain relight) need
    porting for non-sky geometry to follow the sky? Phase 3.

Build + 717 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-23 18:19:22 +02:00
parent 58afd4850f
commit aa2e20a42e
5 changed files with 152 additions and 78 deletions

View file

@ -1,24 +1,28 @@
#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.
// Sky mesh fragment shader — retail-verbatim composite:
//
// The per-keyframe replace override can dim the mesh (Transparent) or
// brighten it (Luminosity); those two floats arrive as uTransparency /
// uLuminosity uniforms.
// fragment.rgb = texture.rgb * vTint * uLuminosity + lightning_flash
// fragment.a = texture.a * (1 - uTransparency)
//
// vTint arrives from the vertex shader with retail's per-vertex lighting
// baked in (emissive + ambient + diffuse × sun, clamped to [0,1]).
// uLuminosity is the per-keyframe SkyObjectReplace override (0..1
// fraction after the /100 scale in SkyDescLoader) — NOT to be confused
// with the Surface.Luminosity that feeds uEmissive in the vertex shader.
// uTransparency is the per-keyframe SkyObjectReplace alpha-fade.
//
// See docs/research/2026-04-23-sky-retail-verbatim.md §6 + §7.
in vec2 vTex;
in vec3 vTint;
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)
uniform float uTransparency; // 0 = fully visible, 1 = fully transparent
uniform float uLuminosity; // 1.0 = normal; <1 dims per SkyObjectReplace
// 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.
// Shared SceneLighting UBO — only need fog/flash channel for the
// client-driven lightning strobe. Sun/ambient already baked into vTint.
struct Light {
vec4 posAndKind;
vec4 dirAndRange;
@ -36,24 +40,20 @@ layout(std140, binding = 1) uniform SceneLighting {
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;
// Composite: texture × per-vertex lighting × per-keyframe dim.
vec3 rgb = sampled.rgb * vTint * uLuminosity;
// Lightning additive bump — makes the sky itself flash during storms.
// Retail's lightning is a near-white strobe; a dim grey bump doesn't
// read as lightning. Keep a faint blue tint so it still feels electric
// rather than pure-white daylight.
// Lightning additive bump (client-side during storm keyframes).
float flash = uFogParams.z;
rgb += flash * vec3(1.5, 1.5, 1.8);
// Soft clamp to let Luminosity/flash slightly over-bright. During a
// lightning flash, raise the ceiling so the strobe actually blows out
// instead of getting capped mid-rise.
// Soft clamp. Normal frame: cap at 1.2 so emissive meshes have a
// small highlight margin. During a flash the ceiling relaxes so the
// strobe actually blows out instead of getting pinned mid-rise.
float cap = mix(1.2, 3.0, clamp(flash, 0.0, 1.0));
rgb = min(rgb, vec3(cap));
float a = sampled.a * (1.0 - uTransparency) * uTint.a;
float a = sampled.a * (1.0 - uTransparency);
if (a < 0.01) discard;
fragColor = vec4(rgb, a);
}

View file

@ -1,22 +1,57 @@
#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.
// Sky mesh vertex shader — computes the per-vertex lighting tint that
// gives retail its time-of-day variation:
//
// tint = clamp(emissive + ambient + max(dot(N, -sunDir), 0) * sunColor,
// 0.0, 1.0)
//
// This is the retail-verbatim AdjustPlanes formula ported from the
// decompiled D3D fixed-function lighting. The `emissive` scalar is the
// Surface.Luminosity FLOAT field (NOT the SurfaceType.Luminous flag bit) —
// for Dereth's sky meshes, the DOME + SUN/MOON have emissive=1.0
// (texture-passthrough regardless of lighting), while CLOUDS have
// emissive=0.0 (lit normally, so they pick up the ambient tint that
// produces retail's purple-haze night / warm-tan dusk / pale-cool noon).
//
// See docs/research/2026-04-23-sky-retail-verbatim.md §6 for the full
// decompile trail and field citations.
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 uModel; // per-object arc transform
uniform mat4 uSkyView; // camera view with M41..M43 = 0
uniform mat4 uSkyProjection; // near=0.1, far=1e6
uniform vec2 uUvScroll; // cumulative TexVelocityX/Y * time
// Per-frame lighting — keyframe-interpolated values pushed before each
// Render() call. AmbColor × AmbBright and DirColor × DirBright are
// pre-multiplied by SkyDescLoader so the shader feeds them straight in.
uniform vec3 uAmbientColor; // AmbColor × AmbBright
uniform vec3 uSunColor; // DirColor × DirBright
uniform vec3 uSunDir; // unit vector FROM surface TO sun
// Per-submesh: Surface.Luminosity (0..1 self-illumination scalar).
uniform float uEmissive;
out vec2 vTex;
out vec3 vTint;
void main() {
vTex = aTex + uUvScroll;
gl_Position = uSkyProjection * uSkyView * uModel * vec4(aPos, 1.0);
// uModel for sky is scale * RotZ(-heading) * RotY(-rotation) — pure
// orthonormal rotation, so mat3(uModel) correctly transforms normals
// without needing transpose(inverse(...)).
vec3 worldNormal = normalize(mat3(uModel) * aNormal);
// Per-vertex lighting. `emissive` is broadcast scalar → vec3. For
// emissive=1.0 the clamp saturates to white regardless of ambient/sun
// (the retail "unlit" mesh). For emissive=0.0 only the ambient + sun
// term drives `tint` (the retail "lit" mesh, e.g. clouds).
float diff = max(dot(worldNormal, uSunDir), 0.0);
vec3 lit = vec3(uEmissive) + uAmbientColor + diff * uSunColor;
vTint = clamp(lit, 0.0, 1.0);
}