feat(vfx): Phase C.1 — PES particle renderer + post-review fixes

Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).

Post-review fixes folded into this commit:

H1: AttachLocal (is_parent_local=1) follows live parent each frame.
    ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
    let the owning subsystem refresh AnchorPos every tick — matches
    ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
    parent frame when is_parent_local != 0. Drops the renderer-side
    cameraOffset hack that only worked when the parent was the camera.

H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
    retail-faithful (1 - translucency) opacity formula. The code was
    right; the comment was a leftover from an earlier hypothesis and
    would have invited a wrong "fix".

M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
    and restores them to Repeat at end-of-pass, so non-sky renderers
    that share the GL handle can't silently inherit clamped wrap state.

M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
    weather-flagged AND bit 0x08 is clear, matching retail
    GameSky::UpdatePosition 0x00506dd0. The old code applied it to
    every post-scene object — a no-op today (every Dereth post-scene
    entry happens to be weather-flagged) but a future post-scene-only
    sun rim would have been pushed below the camera.

M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
    handles from the per-entity tracking dictionaries, fixing a slow
    leak where naturally-expired emitters' handles stayed in the
    ConcurrentBag forever during long sessions.

M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
    can't ever overlap the object-index range. Synthetic IDs stay in
    the reserved 0xFxxxxxxx space.

New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
  single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking

dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-28 22:47:11 +02:00
parent 1f82b7604e
commit ec1bbb4f43
28 changed files with 2444 additions and 780 deletions

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@ -178,24 +178,25 @@ missing is the plugin-API surface.
---
## #2 — Lightning visual not wired (dat-baked PES triggers)
## #2 — Lightning visual mismatch (sky PES path disproved)
**Status:** OPEN
**Severity:** MEDIUM
**Filed:** 2026-04-25
**Component:** weather / sky / vfx
**Description:** Retail's Rainy DayGroup in the Dereth Region dat contains 12+ `SkyObject` entries with non-zero `PesObjectId` and narrow visibility windows (570 ms at keyframe-boundary moments) that drive PhysicsScript-authored flash + thunder effects. We render the sky meshes but ignore the PES path, so no lightning flashes appear during storms. The fragment-shader flash bump on `uFogParams.z` is already wired in `sky.frag` — only the CPU-side PES→runner wire is missing.
**Description:** Lightning/storm sky visuals still do not match retail. A 2026-04-28 named-retail recheck disproved the prior assumption that `SkyObject.PesObjectId` drives sky-render flash particles: `SkyDesc::GetSky` copies the field into `CelestialPosition.pes_id`, but `GameSky::CreateDeletePhysicsObjects`, `GameSky::MakeObject`, and `GameSky::UseTime` never read it.
**Root cause / status:** Research complete. Implementation is: in `SkyRenderer.Render`, detect visibility-window entry on any SkyObject with `obj.PesObjectId != 0`, call `PhysicsScriptRunner.Play(pesObjectId, ownerId: sky-owner, anchorPos: camera)`, and route any `SetFlash` / `Sound` hooks from the script into `uFogParams.z` + audio.
**Root cause / status:** Open again. The sky-PES path is non-retail and must stay disabled for normal rendering. The remaining mismatch likely lives in the sky/weather mesh material path, the lightning/fog flash path, or another weather subsystem outside `GameSky`; do not reintroduce per-SkyObject PES playback without new decompile evidence.
**Files:**
- `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — add per-SkyObject PES dispatch inside the visibility loop
- `src/AcDream.Core/Vfx/PhysicsScriptRunner.cs` — already shipped (Phase 6a); exposes `Play(scriptId, entityId, anchorWorldPos)`
- `src/AcDream.Core/Lighting/SceneLightingUbo.cs``FogParams.Z` is the flash slot; needs a sink that bumps it and decays
- `src/AcDream.App/Rendering/Shaders/sky.frag` — flash bump already wired (`rgb += flash * vec3(1.5, 1.5, 1.8)`)
- `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — sky/weather mesh draw, material state, pre/post split
- `src/AcDream.App/Rendering/Shaders/sky.frag` — flash/fog/lightning coloration path
- `src/AcDream.Core/World/SkyDescLoader.cs` — keep `PesObjectId` parsed for diagnostics, not render playback
**Research:**
- `docs/research/2026-04-28-pes-pseudocode.md` — C.1 correction: `CelestialPosition.pes_id` copied but ignored by GameSky
- `docs/research/2026-04-23-sky-pes-wiring.md` — earlier decompile trace reached the same no-sky-PES conclusion
- `docs/research/2026-04-23-lightning-real.md` (decompile trace + dat discovery)
- `docs/research/2026-04-23-physicsscript.md` (runtime semantics)
- `docs/research/2026-04-23-lightning-crossfade.md` (crossfade mechanism)
@ -281,7 +282,9 @@ missing is the plugin-API surface.
**Description:** Retail renders a dynamic colored "light play" effect in the sky during certain Rainy/Cloudy DayGroup time windows. The user describes it as aurora-borealis-style. acdream renders no comparable effect.
**Root cause:** PES (Particle Effect Schedule) particles attached to SkyObjects via the `CelestialPosition.pes_id` field. Retail header at `acclient.h` line 35451 (verbatim):
**Root cause / status:** Open again. The prior root cause was wrong: `CelestialPosition.pes_id` exists in the retail header and is populated by `SkyDesc::GetSky`, but named retail `GameSky` code does not read it during sky object creation, update, or draw. A 2026-04-28 C.1 experiment that played those PES ids produced colored blobs/wash that did not match retail's broad aurora-like rays, and the path is now debug-only behind `ACDREAM_ENABLE_SKY_PES=1`.
Retail header at `acclient.h` line 35451 still documents the copied field:
```c
struct CelestialPosition {
@ -302,21 +305,24 @@ struct CelestialPosition {
| 7 | 0x02000BA6 | 0x33000453 | 0.030.19 | early morning |
| 17 | 0x02000589 | **0x3300042C** | **0.270.91** | **active during user's screenshot** |
acdream's geometry half is now wired (commit landing 2026-04-27 — `EnsureSetupUploaded` walks `Setup.Parts` for `0x020xxx` IDs). The dynamic visual half — emitting and animating the PES particles — is unimplemented and provides the actual aurora look. Phase E.3 already has data-only PES support per memory crib `project_session_2026_04_18.md`; this issue requires the runtime + visual half.
acdream's geometry half is now wired (commit landing 2026-04-27 — `EnsureSetupUploaded` walks `Setup.Parts` for `0x020xxx` IDs). The remaining dynamic visual half is not `SkyObject.PesObjectId`; likely suspects are sky/weather mesh material state, texture transform/blending, or a separate weather/lightning subsystem outside `GameSky`.
**Implementation outline:**
1. PES dat decode (already partially in `AcDream.Core.World.PesData` per Phase E.3).
2. PES emitter runtime — schedule, spawn, advect, color-cycle, expire each particle.
3. `SkyRenderer` integration — when `MakeObject` sees `pes_id != 0`, spawn the PES at the SkyObject's celestial position.
4. PES vertex-sprite renderer — billboarded textured quads with additive blending and color cycling. Probably reuses the future general-purpose particle renderer (issue #L? — TBD).
1. Keep `SkyObject.PesObjectId` parsed for diagnostics only.
2. Compare retail/acdream material state for the active sky/weather GfxObj/Setup ids (`0x02000588`, `0x02000589`, `0x02000714`, `0x02000BA6`).
3. Trace the named retail sky/weather draw path for texture transforms, translucency, diffusion, luminosity, and any non-GameSky weather effect dispatch.
4. Only add a new runtime visual path once the decompile has an actual caller.
**Decomp pointers:**
- `CPhysicsObj::InitPartArrayObject` decomp ~280484 — dispatches type 7 to Setup loader.
- `CPartArray::CreateSetup` decomp ~287490 — Setup → Parts → optional PES wiring.
- `SkyDesc::GetSky` named retail `0x00501ec0` — copies `SkyObject.default_pes_object` into `CelestialPosition.pes_id`.
- `GameSky::CreateDeletePhysicsObjects` named retail `0x005073c0` — creates/updates sky objects from `gfx_id`, does not read `pes_id`.
- `GameSky::MakeObject` named retail `0x00506ee0` — calls `CPhysicsObj::makeObject(gfx_id, 0, 0)`, no PES.
- `GameSky::UseTime` named retail `0x005075b0` — updates frame/luminosity/diffusion/translucency, no PES.
**Files:**
- `src/AcDream.Core/World/SkyDescLoader.cs``SkyObjectData` needs to carry `PesObjectId` (currently dropped on the floor).
- `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — needs a particle-emission step alongside the per-SkyObject mesh draw.
- `src/AcDream.Core/World/SkyDescLoader.cs` — carries `PesObjectId` for diagnostics.
- `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` — likely material/texture-transform parity work.
- `src/AcDream.App/Rendering/GameWindow.cs` — sky-PES playback remains debug-only, disabled by default.
**Acceptance:** When retail shows aurora-style light play at a specific in-game time / weather, acdream shows a visually-comparable effect at the same time.

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@ -4,6 +4,14 @@
**Filed:** 2026-04-27 (handoff from sky/weather session, branch merged at f7c9e88).
**Worktree:** to be created at `.worktrees/phase-c1-particles` on branch `feature/phase-c1-particles`.
**2026-04-28 correction:** named-retail decompile disproves the sky-PES
premise in this spec. `SkyDesc::GetSky` copies `default_pes_object` into
`CelestialPosition.pes_id`, but `GameSky::CreateDeletePhysicsObjects`
(`0x005073c0`), `GameSky::MakeObject` (`0x00506ee0`), and
`GameSky::UseTime` (`0x005075b0`) never read it. C.1 remains valid as the
generic PhysicsScript/particle renderer for real hooks, portals, smoke, etc.,
but per-SkyObject PES playback is debug-only and disabled by default.
---
## What you're building

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@ -0,0 +1,345 @@
# Phase C.1 PES particle pseudocode
Retail sources:
- `docs/research/named-retail/acclient_2013_pseudo_c.txt`
- `ParticleEmitterInfo::{GetRandom*,InitEnd,ShouldEmitParticle,UnPack}`
at `0x005170d0..0x005179f0`
- `ParticleManager::{CreateParticleEmitter,DestroyParticleEmitter,StopParticleEmitter}`
at `0x0051b6c0..0x0051b7a0`
- `Particle::{Update,Init}` and `ParticleEmitter::{EmitParticle,UpdateParticles}`
at `0x0051b863..0x0051d400`
- `PhysicsScript::{UnPack}` at `0x005218b0`
- `CallPESHook::Execute`, `CreateParticleHook::Execute`,
`DestroyParticleHook::Execute`, `StopParticleHook::Execute` at
`0x00529eb0..0x0052a070`
- `GameSky::{Draw,CreateDeletePhysicsObjects}` at
`0x00506ff0..0x005075d0`
- `docs/research/named-retail/acclient.h`
- `EmitterType`, `ParticleType`
- `ParticleEmitterInfo`, `Particle`, `ParticleEmitter`
- `CreateParticleHook`, `CreateBlockingParticleHook`,
`DestroyParticleHook`, `StopParticleHook`, `CallPESHook`
- `CelestialPosition` with `pes_id`
- Cross-checks:
- `references/ACViewer/ACViewer/Physics/Particles/*`
- `references/ACE/Source/ACE.DatLoader/Entity/ParticleEmitterInfo.cs`
- `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ParticleBatcher.cs`
## ParticleEmitterInfo
```text
UnPack(reader):
read id/header
read unknown
read emitter_type
read particle_type
read gfxobj_id
read hw_gfxobj_id
read birthrate
read max_particles
read initial_particles
read total_particles
read total_seconds
read lifespan
read lifespan_rand
read offset_dir, min_offset, max_offset
read A, min_a, max_a
read B, min_b, max_b
read C, min_c, max_c
read start_scale, final_scale, scale_rand
read start_trans, final_trans, trans_rand
read is_parent_local
InitEnd():
sorting_sphere.center = (0, 0, 0)
sorting_sphere.radius = max(max_offset, max_a * lifespan)
RandomScale(base):
value = base + RollDice(-1, 1) * scale_rand
return clamp(value, 0.1, 10.0)
RandomTrans(base):
value = base + RollDice(-1, 1) * trans_rand
return clamp(value, 0.0, 1.0)
RandomLifespan():
value = lifespan + RollDice(-1, 1) * lifespan_rand
return max(value, 0.0)
RandomVector(dir, min, max):
return dir * Random(min, max)
RandomOffset():
v = random vector in [-1, 1]^3
v = v - project(v, offset_dir)
if length(v) is near zero:
v = perpendicular fallback
v = normalize(v)
return v * Random(min_offset, max_offset)
ShouldEmitParticle(emitter):
if total_particles != 0 and emitter.total_emitted >= total_particles:
return false
if emitter.num_particles >= max_particles:
return false
if emitter_type == BirthratePerSec:
return Timer.cur_time - emitter.last_emit_time > birthrate
if emitter_type == BirthratePerMeter:
delta = emitter.last_emit_offset - emitter.current_parent_offset
return dot(delta, delta) > birthrate * birthrate
return false
```
Notes:
- Retail stores `birthrate` as seconds between emissions for
`BirthratePerSec`, not particles per second.
- Retail clamps start/final scale to `[0.1, 10]` and translucency to
`[0, 1]`.
- The named decomp shows final scale/trans add their own base values.
ACE/ACViewer have a few copy-paste mistakes in these helpers; the decomp
wins.
## ParticleManager and emitter lifetime
```text
CreateParticleEmitter(parent, emitter_info_id, part_index, offset, requested_id):
if requested_id != 0:
remove existing emitter with requested_id
info = Dat.Get(ParticleEmitterInfo, emitter_info_id)
emitter = makeParticleEmitter()
emitter.SetInfo(info)
emitter.SetParenting(parent, part_index, offset)
emitter.InitEnd()
emitter.id = requested_id if requested_id != 0 else next_emitter_id++
particle_table.add(emitter.id, emitter)
return emitter.id
DestroyParticleEmitter(id):
remove emitter id from particle_table
StopParticleEmitter(id):
emitter.stopped = true
UpdateParticles():
for each emitter:
keep = emitter.UpdateParticles()
if !keep:
remove emitter
```
`ParticleEmitter::EmitParticle` finds a free/recyclable slot, samples all
random fields from the `ParticleEmitterInfo`, initializes a `Particle`, adds
the particle part, and records `total_emitted`, `last_emit_time`, and
`last_emit_offset`.
`ParticleEmitter::UpdateParticles`:
```text
if drawable/parent is valid:
for each live particle:
parent_frame = parent-local ? current parent frame : particle.start_frame
particle.Update(parent_frame, now, persistent)
if particle.lifetime >= particle.lifespan:
kill particle
while !stopped and info.ShouldEmitParticle(this):
EmitParticle()
if total_seconds != 0 and now - creation_time > total_seconds:
stopped = true
if total_particles != 0 and total_emitted >= total_particles:
stopped = true
return num_particles != 0 || !stopped
```
## Particle integrators
Every particle computes position from age/lifetime, not by accumulating
Euler steps. `parent.origin` below is the parent frame origin chosen by
`is_parent_local`.
```text
age = now - birthtime
Still:
pos = parent.origin + offset
LocalVelocity, GlobalVelocity:
pos = parent.origin + offset + age * A
ParabolicLVGA, ParabolicLVLA, ParabolicGVGA:
pos = parent.origin + offset + age * A + 0.5 * age^2 * B
ParabolicLVGAGR, ParabolicLVLALR, ParabolicGVGAGR:
frame = parent
frame.origin += offset + age * A + 0.5 * age^2 * B
frame.rotate_by(age * C)
pos = frame.origin
Swarm:
pos = parent.origin + offset + age * A
pos.x += cos(age * B.x) * C.x
pos.y += sin(age * B.y) * C.y
pos.z += cos(age * B.z) * C.z
Explode:
pos.x = parent.origin.x + offset.x + (age * B.x + C.x * A.x) * age
pos.y = parent.origin.y + offset.y + (age * B.y + C.y * A.x) * age
pos.z = parent.origin.z + offset.z + (age * B.z + C.z * A.x + A.z) * age
Implode:
pos = parent.origin + offset + cos(A.x * age) * C + age^2 * B
```
`Particle::Init` resolves vector spaces once at spawn:
```text
offset = transform_local_vector(random_offset, start_frame)
LocalVelocity, ParabolicLVGA:
A = local_to_global(A)
ParabolicLVLA:
A = local_to_global(A)
B = local_to_global(B)
ParabolicLVGAGR:
A = local_to_global(A)
C = C
Swarm:
A = local_to_global(A)
Explode:
A = A
B = B
C = normalized random direction scaled by the local C axes
Implode:
A = A
B = B
offset *= C component-wise
C = offset
ParabolicLVLALR:
A = local_to_global(A)
B = local_to_global(B)
C = local_to_global(C)
ParabolicGVGA, GlobalVelocity:
A/B/C remain global as applicable
ParabolicGVGAGR:
A and B remain global
C = C
```
After motion:
```text
t = clamp(age / lifespan, 0, 1)
scale = lerp(start_scale, final_scale, t)
trans = lerp(start_trans, final_trans, t)
opacity = 1 - trans
```
`StartTrans` / `FinalTrans` are transparency values, not source alpha.
Retail sends the interpolated value to `PhysicsPart::SetTranslucency`; the
render path uses its complement as opacity. WorldBuilder's particle renderer
cross-check does the same (`opacity = 1 - currentTrans`).
## PhysicsScript and hooks
`PhysicsScript::UnPack` reads ordered `(start_time, hook)` entries and sorts
them by start time. The runner keeps active script instances keyed by
`(script_id, entity_id)` and fires all hooks whose `start_time <= elapsed`.
Hook execution:
```text
CreateParticleHook:
parent.create_particle_emitter(emitter_info_id, part_index, offset, emitter_id)
CreateBlockingParticleHook:
same particle creation path, plus sequencer blocking semantics
DestroyParticleHook:
parent.destroy_particle_emitter(emitter_id)
StopParticleHook:
parent.stop_particle_emitter(emitter_id)
CallPESHook:
parent.CallPES(pes_id, pause)
```
The C.1 implementation keeps hook dispatch in Core and renders the resulting
particles in App. Nested `CallPESHook` stays in `PhysicsScriptRunner`, while
`ParticleHookSink` converts create/destroy/stop hooks into runtime emitter
handles.
## Sky integration
`CelestialPosition` has both `gfx_id` and `pes_id`. Retail sky object
creation copies `properties` and draws two sky cells. A named-retail recheck
on 2026-04-28 corrected the original C.1 assumption:
```text
SkyDesc::GetSky (0x00501ec0):
copy SkyObject.gfx_id into CelestialPosition.gfx_id
copy SkyObject.default_pes_object into CelestialPosition.pes_id
copy properties / rotate / arc angle / tex velocity
GameSky.CreateDeletePhysicsObjects (0x005073c0):
for each visible CelestialPosition:
post_scene = (properties & 0x01) != 0
make/update sky gfx object from gfx_id in before/after cell
do not read pes_id
GameSky.MakeObject (0x00506ee0):
CPhysicsObj::makeObject(gfx_id, 0, 0)
set texture velocity
GameSky.UseTime (0x005075b0):
CreateDeletePhysicsObjects()
CalcFrame()
set_frame / luminosity / diffusion / translucency
do not read pes_id
GameSky.Draw(post_scene):
if post_scene == false:
draw before_sky_cell
else:
draw after_sky_cell
```
The sky renderer must preserve the existing `0x01` pre/post split for sky
meshes. `SkyObject.default_pes_object` is parsed and retained for diagnostics,
but it is not a retail render-path particle source. In acdream the experimental
sky-PES path is therefore gated behind `ACDREAM_ENABLE_SKY_PES=1` and disabled
for normal visual comparison.
## GL rendering
WorldBuilder's `ParticleBatcher` confirms the GL-side policy:
```text
collect live billboard instances
sort back-to-front by camera distance for alpha blending
depth test enabled
depth writes disabled
cull disabled
blend SrcAlpha/OneMinusSrcAlpha for alpha
blend SrcAlpha/One for additive
stream dynamic instance VBO
draw instanced unit quads
```
C.1 keeps that policy and splits draw calls by particle render pass:
- pre-scene sky particles after the pre-scene sky meshes
- scene particles after opaque world/static objects
- post-scene sky particles after post-scene sky/weather meshes

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@ -0,0 +1,97 @@
# 2026-04-28 Sky Cloud Material Trace
Context: Phase C.1 originally treated the Rainy/Cloudy sky visual as a
SkyObject PES problem. Retail named-decomp and dat inspection disprove that
for the broad cloud/ray layer.
## Retail Trace
- `LScape::draw` (`0x00506330`) calls `GameSky::Draw(0)` before terrain and
`GameSky::Draw(1)` after terrain.
- `SkyDesc::GetSky` copies `pes_id`, but `GameSky::CreateDeletePhysicsObjects`
compares/replaces only `gfx_id` and calls `GameSky::MakeObject(gfx_id, ...)`.
The sky object PES id is not part of retail `GameSky` rendering.
- `GameSky::UseTime` applies keyframe replace fields to instantiated sky
objects:
- `0x005076e1`: `CPhysicsObj::SetLuminosity(luminosity * 0.01)`
- `0x00507715`: `CPhysicsObj::SetDiffusion(max_bright * 0.01)`
- `0x00507747`: `CPhysicsObj::SetTranslucency(transparent * 0.01)`
- `CMaterial::SetTranslucencySimple` (`0x005396f0`) writes material alpha as
`1 - translucency`.
- `CMaterial::SetDiffuseSimple` (`0x00539750`) writes material diffuse RGB.
Therefore `SkyObjectReplace.MaxBright` is diffuse, not an emissive cap.
- `D3DPolyRender::SetSurface` (`0x0059c4d0`) disables fixed-function fog alpha
whenever the raw `SurfaceType.Additive` bit is set (`0x0059c882`), even when
the earlier `Translucent + ClipMap` branch forces normal alpha blending.
## Dat Trace
The broad Rainy/Cloudy layer is `GfxObj 0x01004C35`, not one of the tiny
`0x020xxxxx` setup anchors:
- `0x01004C35`: huge sky mesh, bbox roughly `20175 x 20175 x 1180`, UVs tile
across the sheet.
- Surface `0x08000023`: `Base1ClipMap | Translucent | Alpha | Additive`
(`0x00010114`), `Translucency=0.25`, `Luminosity=0`, `Diffuse=1`.
- Texture `0x060037AF`: 256x256 A8R8G8B8 cloud/ray texture.
The setup ids observed in Rainy groups (`0x02000588`, `0x02000589`,
`0x02000BA6`, `0x02000714`) are one-part dummy anchors with tiny `0x010001EC`
geometry and default scripts/PES for sounds/flashes. They are not the broad
cloud layer.
## Port Consequences
- Keep per-SkyObject PES rendering debug-only until another retail path proves
it is used.
- Render `0x08000023` as final alpha blend because retail's translucent/clipmap
branch overrides the raw additive blend.
- Still disable sky fog for that surface because retail keys fog-alpha disable
off the raw `Additive` bit.
- Route `MaxBright` to diffuse (`uDiffuseFactor`) and `Luminosity` to emissive.
- Use a final opacity multiplier for material/surface transparency before the
fragment alpha write; dynamic keyframe transparency remains `1 - value`.
## WorldBuilder Cross-Check
Cloned upstream `https://github.com/Chorizite/WorldBuilder.git` at commit
`167788be6fce65f5ebe79eef07a0b7d28bd7aa81`. Its
`Chorizite.OpenGLSDLBackend/Lib/SkyboxRenderManager.cs` renders sky objects
camera-centered with depth off, but it is not a faithful retail oracle for sky
tint: `GameScene.cs` has the skybox render call commented out, the manager
always selects `DayGroups[0]`, and it uploads `SunlightColor = Vector3.Zero`
/ `AmbientColor = Vector3.One` for sky. `RegionInfo.cs` interpolates
DayGroup[0] lighting for terrain/world objects, not the active retail
DayGroup/weather sky.
That explains why WorldBuilder cannot answer the missing green/purple Rainy
sky tint directly. The actionable lesson is narrower: do not fog-paint the
raw-additive cloud sheet itself. In acdream, non-additive sky layers now receive
the keyframe fog tint so the broad background wash appears behind clouds, while
surfaces with the raw Additive bit (notably `0x08000023`) keep fixed-function
fog disabled and preserve the pink cloud/ray detail.
WorldBuilder's regular object path does collect `Setup.DefaultScript`
particle hooks (`ObjectMeshManager.CollectEmittersFromScript`) and instantiates
them via `ObjectRenderManagerBase`, but its skybox manager does not use that
setup/particle path for SkyObjects. Dat inspection also showed the canonical
Rainy default script target `0x3300042C` is a sound-loop chain (`SoundTweaked`
+ `CallPES`), not the broad green tint or cloud ray layer.
Additional renderer lessons from upstream WorldBuilder:
- Particle blend is material-derived. `ParticleEmitterInfo` does not carry an
additive flag; WorldBuilder reads `ObjectRenderData.Batches[0].IsAdditive`
from the particle GfxObj surface. acdream now leaves DAT emitters non-additive
by default and resolves particle blend from the selected particle surface.
- Particles must be globally sorted back-to-front before drawing. Sorting only
inside per-texture dictionaries can reorder translucent particles whenever
multiple textures/blend states are active.
- Particle quads come from the authored particle GfxObj bounds. Degenerate
extents fall back to `1.0`, and point-sprite degrade mode applies a `0.9`
base scale.
- Texture decoding must try highres `RenderSurface` records after portal lookup
and must zero alpha for black pixels on compressed clipmap textures.
- WorldBuilder tracks UV wrap and cull mode per object batch. acdream's sky path
already uses authored UV wrap, but shared object rendering still needs the
same metadata carried through a later C.4 pass.

View file

@ -10,6 +10,8 @@ namespace AcDream.App.Rendering;
public sealed class GameWindow : IDisposable
{
private readonly record struct SkyPesKey(int ObjectIndex, uint PesObjectId, bool PostScene);
private readonly string _datDir;
private readonly WorldGameState _worldGameState;
private readonly WorldEvents _worldEvents;
@ -152,7 +154,7 @@ public sealed class GameWindow : IDisposable
private AcDream.App.Audio.AudioHookSink? _audioSink;
// Phase E.3 particles.
private readonly AcDream.Core.Vfx.EmitterDescRegistry _emitterRegistry = new();
private AcDream.Core.Vfx.EmitterDescRegistry? _emitterRegistry;
private AcDream.Core.Vfx.ParticleSystem? _particleSystem;
private AcDream.Core.Vfx.ParticleHookSink? _particleSink;
// Phase 6 — retail PhysicsScript runtime. Receives PlayScript (0xF754)
@ -160,6 +162,13 @@ public sealed class GameWindow : IDisposable
// sounds, light toggles) at their StartTime offsets.
private AcDream.Core.Vfx.PhysicsScriptRunner? _scriptRunner;
private AcDream.App.Rendering.ParticleRenderer? _particleRenderer;
// Retail GameSky copies SkyObject.PesObjectId into CelestialPosition but
// never consumes it in CreateDeletePhysicsObjects/MakeObject/UseTime.
// Keep the experimental path available for DAT archaeology only.
private readonly bool _enableSkyPesDebug =
string.Equals(Environment.GetEnvironmentVariable("ACDREAM_ENABLE_SKY_PES"), "1", StringComparison.Ordinal);
private readonly HashSet<SkyPesKey> _activeSkyPes = new();
private readonly HashSet<SkyPesKey> _missingSkyPes = new();
// Remote-entity motion inference: tracks when each remote entity last
// moved meaningfully. Used in TickAnimations to swap to Ready when
@ -785,12 +794,13 @@ public sealed class GameWindow : IDisposable
_dats = new DatCollection(_datDir, DatAccessType.Read);
_animLoader = new AcDream.Core.Physics.DatCollectionLoader(_dats);
_emitterRegistry = new AcDream.Core.Vfx.EmitterDescRegistry(_dats);
// Phase E.3 particles: always-on, no driver dependency. Registered
// with the hook router so CreateParticle / DestroyParticle /
// StopParticle hooks fired from motion tables produce visible
// spawns. The Tick call is driven from OnRender.
_particleSystem = new AcDream.Core.Vfx.ParticleSystem(_emitterRegistry);
_particleSystem = new AcDream.Core.Vfx.ParticleSystem(_emitterRegistry!);
_particleSink = new AcDream.Core.Vfx.ParticleHookSink(_particleSystem);
_hookRouter.Register(_particleSink);
@ -1215,7 +1225,7 @@ public sealed class GameWindow : IDisposable
// spawned into the shared ParticleSystem as billboard quads.
// Weather uses AttachLocal emitters so the rain volume follows
// the player.
_particleRenderer = new ParticleRenderer(_gl, shadersDir);
_particleRenderer = new ParticleRenderer(_gl, shadersDir, _textureCache, _dats);
// Phase A.1: replace the one-shot 3×3 preload with a streaming controller.
// Parse runtime radius from environment (default 2 → 5×5 window).
@ -2846,6 +2856,110 @@ public sealed class GameWindow : IDisposable
_scriptRunner.Play(scriptId, guid, camWorldPos);
}
private void UpdateSkyPes(
float dayFraction,
AcDream.Core.World.DayGroupData? dayGroup,
System.Numerics.Vector3 cameraWorldPos,
bool suppressSky)
{
if (_scriptRunner is null || _particleSink is null)
return;
var seen = new HashSet<SkyPesKey>();
if (!suppressSky && dayGroup is not null)
{
for (int i = 0; i < dayGroup.SkyObjects.Count; i++)
{
var obj = dayGroup.SkyObjects[i];
if (obj.PesObjectId == 0 || !obj.IsVisible(dayFraction))
continue;
var key = new SkyPesKey(i, obj.PesObjectId, obj.IsPostScene);
seen.Add(key);
if (_activeSkyPes.Contains(key) || _missingSkyPes.Contains(key))
continue;
uint skyEntityId = SkyPesEntityId(key);
var renderPass = obj.IsPostScene
? AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene
: AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene;
_particleSink.SetEntityRenderPass(skyEntityId, renderPass);
var anchor = SkyPesAnchor(obj, cameraWorldPos);
var rotation = SkyPesRotation(obj, dayFraction);
// Refresh anchor + rotation every frame so AttachLocal
// (is_parent_local=1) particles track the camera. Retail
// ParticleEmitter::UpdateParticles at 0x0051d2d4 reads the
// live parent frame each tick; for sky-PES the parent IS
// the camera. UpdateEntityAnchor is a no-op when no
// emitters yet exist (script just spawned this frame).
_particleSink.UpdateEntityAnchor(skyEntityId, anchor, rotation);
if (_activeSkyPes.Contains(key) || _missingSkyPes.Contains(key))
continue;
if (_scriptRunner.Play(obj.PesObjectId, skyEntityId, anchor))
{
_activeSkyPes.Add(key);
}
else
{
_missingSkyPes.Add(key);
_particleSink.ClearEntityRenderPass(skyEntityId);
}
}
}
foreach (var key in _activeSkyPes.ToArray())
{
if (seen.Contains(key))
continue;
uint skyEntityId = SkyPesEntityId(key);
_scriptRunner.Stop(key.PesObjectId, skyEntityId);
_particleSink.StopAllForEntity(skyEntityId, fadeOut: true);
_activeSkyPes.Remove(key);
}
foreach (var key in _missingSkyPes.ToArray())
{
if (!seen.Contains(key))
_missingSkyPes.Remove(key);
}
}
private static uint SkyPesEntityId(SkyPesKey key)
{
// 0xF0000000 prefix marks synthetic sky-PES entityIds (no real
// server GUID lives in the 0xFxxxxxxx space). Reserve bit
// 0x08000000 for the pre/post-scene flag and the lower 27 bits
// for the object index — keeps the post-scene flag from sliding
// into the index range if a future DayGroup ever ships >65k sky
// objects (current Dereth max is 18, but the constraint is free).
uint postBit = key.PostScene ? 0x08000000u : 0u;
return 0xF0000000u | postBit | ((uint)key.ObjectIndex & 0x07FFFFFFu);
}
private static System.Numerics.Vector3 SkyPesAnchor(
AcDream.Core.World.SkyObjectData obj,
System.Numerics.Vector3 cameraWorldPos)
{
if (obj.IsWeather && (obj.Properties & 0x08u) == 0u)
return cameraWorldPos + new System.Numerics.Vector3(0f, 0f, -120f);
return cameraWorldPos;
}
private static System.Numerics.Quaternion SkyPesRotation(
AcDream.Core.World.SkyObjectData obj,
float dayFraction)
{
float rotationRad = obj.CurrentAngle(dayFraction) * (MathF.PI / 180f);
return System.Numerics.Quaternion.CreateFromAxisAngle(
System.Numerics.Vector3.UnitY,
-rotationRad);
}
/// <summary>
/// Phase 5d — retail <c>AdminEnvirons</c> (0xEA60) dispatcher.
/// Routes fog presets into the weather system's sticky override
@ -4329,6 +4443,7 @@ public sealed class GameWindow : IDisposable
// interpolated keyframe.
var kf = WorldTime.CurrentSky;
var atmo = Weather.Snapshot(in kf);
bool environOverrideActive = atmo.Override != AcDream.Core.World.EnvironOverride.None;
var fogColor = atmo.FogColor;
// Clear to fog color (horizon haze) so if sky meshes have alpha
// gaps or don't cover the full view, the "missing" area reads as
@ -4379,15 +4494,6 @@ public sealed class GameWindow : IDisposable
// and the SkyRenderer.RenderWeather pass both pick up snow
// weather meshes for free.)
// Phase E.3: advance live particle emitters AFTER animation tick
// so emitters spawned by hooks fired this frame get integrated.
// Tick the PhysicsScript runner BEFORE the particle system so any
// CreateParticleHook fired this frame has its emitter alive when
// the particle system advances.
_scriptRunner?.Tick((float)deltaSeconds);
_particleSystem?.Tick((float)deltaSeconds);
int visibleLandblocks = 0;
int totalLandblocks = 0;
@ -4455,6 +4561,15 @@ public sealed class GameWindow : IDisposable
var visibility = _cellVisibility.ComputeVisibility(camPos);
bool cameraInsideCell = visibility?.CameraCell is not null;
// Phase C.1: tick retail PhysicsScript particle hooks. Named
// retail decomp confirms SkyObject.PesObjectId is copied by
// SkyDesc::GetSky but ignored by GameSky, so the sky-PES path is
// debug-only and disabled for normal retail rendering.
if (_enableSkyPesDebug)
UpdateSkyPes((float)WorldTime.DayFraction, _activeDayGroup, camPos, cameraInsideCell);
_scriptRunner?.Tick((float)deltaSeconds);
_particleSystem?.Tick((float)deltaSeconds);
// 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
@ -4490,7 +4605,10 @@ public sealed class GameWindow : IDisposable
if (!cameraInsideCell)
{
_skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction,
_activeDayGroup, kf);
_activeDayGroup, kf, environOverrideActive);
if (_particleSystem is not null && _particleRenderer is not null)
_particleRenderer.Draw(_particleSystem, camera, camPos,
AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
}
// K-fix1 (2026-04-26): suppress terrain + entity rendering
@ -4523,7 +4641,8 @@ public sealed class GameWindow : IDisposable
// 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);
_particleRenderer.Draw(_particleSystem, camera, camPos,
AcDream.Core.Vfx.ParticleRenderPass.Scene);
// Bug A fix (post-#26 worktree, 2026-04-26): weather sky
// meshes (Properties & 0x04, e.g. the 815m-tall rain
@ -4536,7 +4655,10 @@ public sealed class GameWindow : IDisposable
if (!cameraInsideCell)
{
_skyRenderer?.RenderWeather(camera, camPos, (float)WorldTime.DayFraction,
_activeDayGroup, kf);
_activeDayGroup, kf, environOverrideActive);
if (_particleSystem is not null && _particleRenderer is not null)
_particleRenderer.Draw(_particleSystem, camera, camPos,
AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene);
}
// Debug: draw collision shapes as wireframe cylinders around the

View file

@ -2,64 +2,69 @@ using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Vfx;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
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>
/// Instanced renderer for retail particle emitters.
/// </summary>
public sealed unsafe class ParticleRenderer : IDisposable
{
private readonly record struct BatchKey(uint TextureHandle, bool UseTexture, bool Additive);
private readonly record struct ParticleDraw(BatchKey Key, ParticleInstance Instance);
private readonly struct ParticleInstance
{
public readonly Vector3 Position;
public readonly Vector3 AxisX;
public readonly Vector3 AxisY;
public readonly uint ColorArgb;
public readonly float DistanceSq;
public ParticleInstance(Vector3 position, Vector3 axisX, Vector3 axisY, uint colorArgb, float distanceSq)
{
Position = position;
AxisX = axisX;
AxisY = axisY;
ColorArgb = colorArgb;
DistanceSq = distanceSq;
}
}
private readonly GL _gl;
private readonly Shader _shader;
private readonly TextureCache? _textures;
private readonly DatCollection? _dats;
private readonly Dictionary<uint, ParticleGfxInfo> _particleGfxInfoByGfxObj = new();
// 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)
private float[] _instanceScratch = new float[256 * 16];
public ParticleRenderer(GL gl, string shadersDir, TextureCache? textures = null, DatCollection? dats = null)
{
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
_textures = textures;
_dats = dats;
_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[]
float[] quadVerts =
{
// 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 };
uint[] quadIdx = { 0, 1, 2, 0, 2, 3 };
_quadVao = _gl.GenVertexArray();
_gl.BindVertexArray(_quadVao);
@ -67,8 +72,14 @@ public sealed unsafe class ParticleRenderer : IDisposable
_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.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);
@ -77,135 +88,347 @@ public sealed unsafe class ParticleRenderer : IDisposable
_quadEbo = _gl.GenBuffer();
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _quadEbo);
fixed (void* p = quadIdx)
_gl.BufferData(BufferTargetARB.ElementArrayBuffer,
(nuint)(quadIdx.Length * sizeof(uint)), p, BufferUsageARB.StaticDraw);
{
_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);
_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(256 * 16 * 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.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 16 * 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.VertexAttribPointer(3, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)(4 * sizeof(float)));
_gl.VertexAttribDivisor(3, 1);
_gl.EnableVertexAttribArray(4);
_gl.VertexAttribPointer(4, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)(8 * sizeof(float)));
_gl.VertexAttribDivisor(4, 1);
_gl.EnableVertexAttribArray(5);
_gl.VertexAttribPointer(5, 4, VertexAttribPointerType.Float, false, 16 * sizeof(float), (void*)(12 * sizeof(float)));
_gl.VertexAttribDivisor(5, 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)
public void Draw(
ParticleSystem particles,
ICamera camera,
Vector3 cameraWorldPos,
ParticleRenderPass renderPass = ParticleRenderPass.Scene)
{
if (particles is null || camera is null) return;
if (particles is null || camera is null)
return;
Matrix4x4.Invert(camera.View, out var invView);
Vector3 cameraRight = Vector3.Normalize(new Vector3(invView.M11, invView.M12, invView.M13));
Vector3 cameraUp = Vector3.Normalize(new Vector3(invView.M21, invView.M22, invView.M23));
var draws = BuildDrawList(particles, cameraWorldPos, renderPass, cameraRight, cameraUp);
if (draws.Count == 0)
return;
draws.Sort(static (a, b) => b.Instance.DistanceSq.CompareTo(a.Instance.DistanceSq));
_shader.Use();
_shader.SetMatrix4("uViewProjection", camera.View * camera.Projection);
_shader.SetVec3("uCameraRight", GetCameraRight(camera));
_shader.SetVec3("uCameraUp", GetCameraUp(camera));
_shader.SetInt("uParticleTexture", 0);
_gl.Enable(EnableCap.DepthTest);
_gl.Enable(EnableCap.Blend);
_gl.DepthMask(false);
_gl.Disable(EnableCap.CullFace);
_gl.ActiveTexture(TextureUnit.Texture0);
// 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 run = new List<ParticleInstance>(64);
for (int i = 0; i < draws.Count;)
{
var list = (em.Desc.Flags & EmitterFlags.Additive) != 0 ? addGroup : alphaGroup;
if (list.Count == 0 || !ReferenceEquals(list[^1], em))
list.Add(em);
var key = draws[i].Key;
run.Clear();
do
{
run.Add(draws[i].Instance);
i++;
}
while (i < draws.Count && draws[i].Key == key);
_gl.BlendFunc(
BlendingFactor.SrcAlpha,
key.Additive ? BlendingFactor.One : BlendingFactor.OneMinusSrcAlpha);
_shader.SetInt("uUseTexture", key.UseTexture ? 1 : 0);
_gl.BindTexture(TextureTarget.Texture2D, key.UseTexture ? key.TextureHandle : 0);
DrawInstances(run);
}
_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.BindTexture(TextureTarget.Texture2D, 0);
_gl.BindVertexArray(0);
_gl.DepthMask(true);
_gl.Disable(EnableCap.Blend);
_gl.BindVertexArray(0);
}
private void DrawEmitter(ParticleEmitter em, Vector3 cameraWorldPos)
private List<ParticleDraw> BuildDrawList(
ParticleSystem particles,
Vector3 cameraWorldPos,
ParticleRenderPass renderPass,
Vector3 cameraRight,
Vector3 cameraUp)
{
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++)
var draws = new List<ParticleDraw>(Math.Max(64, particles.ActiveParticleCount));
foreach (var (em, idx) in particles.EnumerateLive())
{
ref var p = ref em.Particles[i];
if (!p.Alive) continue;
if (em.RenderPass != renderPass)
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;
ref var p = ref em.Particles[idx];
// `p.Position` is already in world coordinates: AttachLocal
// emitters get their AnchorPos refreshed each frame by the
// owning subsystem (sky-PES driver, animation tick, etc.) which
// mirrors retail's live-parent-frame read at
// ParticleEmitter::UpdateParticles 0x0051d2d4 for is_parent_local=1.
Vector3 pos = p.Position;
float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
var gfxInfo = ResolveParticleGfxInfo(em.Desc);
uint texture = gfxInfo.TextureHandle;
bool useTexture = texture != 0;
bool additive = gfxInfo.HasMaterial
? gfxInfo.Additive
: (em.Desc.Flags & EmitterFlags.Additive) != 0;
var key = new BatchKey(texture, useTexture, additive);
Vector3 axisX;
Vector3 axisY;
if (gfxInfo.IsBillboard)
{
pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size);
axisX = cameraRight * (gfxInfo.Size.X * p.Size);
axisY = cameraUp * (gfxInfo.Size.Y * p.Size);
}
else
{
Quaternion orientation = ParticleOrientation(em, p);
pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * 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;
draws.Add(new ParticleDraw(key, new ParticleInstance(pos, axisX, axisY, p.ColorArgb, distSq)));
}
idx++;
return draws;
}
private void DrawInstances(List<ParticleInstance> instances)
{
if (instances.Count == 0)
return;
int needed = instances.Count * 16;
if (_instanceScratch.Length < needed)
_instanceScratch = new float[needed + 256 * 16];
for (int i = 0; i < instances.Count; i++)
{
var p = instances[i];
int o = i * 16;
_instanceScratch[o + 0] = p.Position.X;
_instanceScratch[o + 1] = p.Position.Y;
_instanceScratch[o + 2] = p.Position.Z;
_instanceScratch[o + 3] = 0f;
_instanceScratch[o + 4] = p.AxisX.X;
_instanceScratch[o + 5] = p.AxisX.Y;
_instanceScratch[o + 6] = p.AxisX.Z;
_instanceScratch[o + 7] = 0f;
_instanceScratch[o + 8] = p.AxisY.X;
_instanceScratch[o + 9] = p.AxisY.Y;
_instanceScratch[o + 10] = p.AxisY.Z;
_instanceScratch[o + 11] = 0f;
_instanceScratch[o + 12] = ((p.ColorArgb >> 16) & 0xFF) / 255f;
_instanceScratch[o + 13] = ((p.ColorArgb >> 8) & 0xFF) / 255f;
_instanceScratch[o + 14] = (p.ColorArgb & 0xFF) / 255f;
_instanceScratch[o + 15] = ((p.ColorArgb >> 24) & 0xFF) / 255f;
}
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _instanceVbo);
fixed (void* bp = _instanceScratch)
{
_gl.BufferData(BufferTargetARB.ArrayBuffer,
(nuint)(liveCount * 8 * sizeof(float)),
bp, BufferUsageARB.DynamicDraw);
_gl.BufferData(
BufferTargetARB.ArrayBuffer,
(nuint)(instances.Count * 16 * sizeof(float)),
bp,
BufferUsageARB.DynamicDraw);
}
_gl.BindVertexArray(_quadVao);
_gl.DrawElementsInstanced(PrimitiveType.Triangles, 6,
DrawElementsType.UnsignedInt, (void*)0, (uint)liveCount);
_gl.DrawElementsInstanced(PrimitiveType.Triangles, 6, DrawElementsType.UnsignedInt, (void*)0, (uint)instances.Count);
}
private static Vector3 GetCameraRight(ICamera camera)
private ParticleGfxInfo ResolveParticleGfxInfo(EmitterDesc desc)
{
Matrix4x4.Invert(camera.View, out var inv);
return Vector3.Normalize(new Vector3(inv.M11, inv.M12, inv.M13));
if (_textures is null)
return ParticleGfxInfo.Default;
if (desc.TextureSurfaceId != 0)
return ParticleGfxInfo.Billboard(
_textures.GetOrUpload(desc.TextureSurfaceId),
Vector2.One,
Vector3.Zero,
additive: (desc.Flags & EmitterFlags.Additive) != 0,
hasMaterial: false);
uint gfxObjId = desc.HwGfxObjId != 0 ? desc.HwGfxObjId : desc.GfxObjId;
if (gfxObjId == 0 || _dats is null)
return ParticleGfxInfo.Default;
if (!_particleGfxInfoByGfxObj.TryGetValue(gfxObjId, out var info))
{
info = ReadParticleGfxInfo(gfxObjId);
_particleGfxInfoByGfxObj[gfxObjId] = info;
}
return info.TextureHandle != 0 ? info : ParticleGfxInfo.Default;
}
private static Vector3 GetCameraUp(ICamera camera)
private ParticleGfxInfo ReadParticleGfxInfo(uint gfxObjId)
{
Matrix4x4.Invert(camera.View, out var inv);
return Vector3.Normalize(new Vector3(inv.M21, inv.M22, inv.M23));
try
{
var gfx = _dats?.Get<GfxObj>(gfxObjId);
if (gfx is null)
return ParticleGfxInfo.Default;
uint surfaceId = gfx.Surfaces.Count > 0 ? gfx.Surfaces[0].DataId : 0u;
uint texture = surfaceId != 0 && _textures is not null ? _textures.GetOrUpload(surfaceId) : 0u;
bool additive = false;
if (surfaceId != 0)
{
var surface = _dats?.Get<Surface>(surfaceId);
additive = surface is not null && surface.Type.HasFlag(SurfaceType.Additive);
}
return AuthoredParticleGfxInfo(gfx, texture, additive, surfaceId != 0);
}
catch
{
return ParticleGfxInfo.Default;
}
}
private ParticleGfxInfo AuthoredParticleGfxInfo(GfxObj gfx, uint texture, bool additive, bool hasMaterial)
{
if (gfx.VertexArray.Vertices.Count == 0)
return ParticleGfxInfo.Billboard(texture, Vector2.One, Vector3.Zero, additive, hasMaterial);
var min = new Vector3(float.PositiveInfinity);
var max = new Vector3(float.NegativeInfinity);
foreach (var (_, v) in gfx.VertexArray.Vertices)
{
min = Vector3.Min(min, v.Origin);
max = Vector3.Max(max, v.Origin);
}
var size = max - min;
var center = (min + max) * 0.5f;
if (IsPointSprite(gfx))
{
float sx = FallbackParticleExtent(size.X) * 0.9f;
float sy = FallbackParticleExtent(size.Z) * 0.9f;
return ParticleGfxInfo.Billboard(texture, new Vector2(sx, sy), center, additive, hasMaterial);
}
Vector3 axisX;
Vector3 axisY;
Vector2 planeSize;
if (size.Y > size.X && size.Y > size.Z)
{
if (size.X > size.Z)
{
axisX = Vector3.UnitX;
axisY = Vector3.UnitY;
planeSize = new Vector2(size.X, size.Y);
}
else
{
axisX = Vector3.UnitY;
axisY = Vector3.UnitZ;
planeSize = new Vector2(size.Y, size.Z);
}
}
else if (size.X > size.Y && size.X > size.Z)
{
if (size.Z > size.Y)
{
axisX = Vector3.UnitX;
axisY = Vector3.UnitZ;
planeSize = new Vector2(size.X, size.Z);
}
else
{
axisX = Vector3.UnitX;
axisY = Vector3.UnitY;
planeSize = new Vector2(size.X, size.Y);
}
}
else
{
if (size.X > size.Y)
{
axisX = Vector3.UnitX;
axisY = Vector3.UnitZ;
planeSize = new Vector2(size.X, size.Z);
}
else
{
axisX = Vector3.UnitY;
axisY = Vector3.UnitZ;
planeSize = new Vector2(size.Y, size.Z);
}
}
planeSize.X = FallbackParticleExtent(planeSize.X);
planeSize.Y = FallbackParticleExtent(planeSize.Y);
return new ParticleGfxInfo(texture, planeSize, axisX, axisY, center, false, additive, hasMaterial);
}
private bool IsPointSprite(GfxObj gfx)
{
if (!gfx.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) || gfx.DIDDegrade == 0 || _dats is null)
return false;
try
{
var degrade = _dats.Get<GfxObjDegradeInfo>(gfx.DIDDegrade);
return degrade?.Degrades.Count > 0 && degrade.Degrades[0].DegradeMode == 2;
}
catch
{
return false;
}
}
private static float FallbackParticleExtent(float value)
=> value > 1e-4f ? Math.Clamp(value, 1e-4f, 10_000f) : 1f;
private static Quaternion ParticleOrientation(AcDream.Core.Vfx.ParticleEmitter em, Particle p)
{
Quaternion orientation = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0
? em.AnchorRot
: p.SpawnRotation;
if (em.Desc.Type is AcDream.Core.Vfx.ParticleType.ParabolicLVGAGR
or AcDream.Core.Vfx.ParticleType.ParabolicLVLALR
or AcDream.Core.Vfx.ParticleType.ParabolicGVGAGR)
{
Vector3 angular = p.C * p.Age;
float radians = angular.Length();
if (radians > 1e-6f)
orientation = Quaternion.Normalize(orientation * Quaternion.CreateFromAxisAngle(angular / radians, radians));
}
return orientation;
}
public void Dispose()
@ -216,4 +439,26 @@ public sealed unsafe class ParticleRenderer : IDisposable
_gl.DeleteVertexArray(_quadVao);
_shader.Dispose();
}
private readonly record struct ParticleGfxInfo(
uint TextureHandle,
Vector2 Size,
Vector3 AxisX,
Vector3 AxisY,
Vector3 CenterOffset,
bool IsBillboard,
bool Additive,
bool HasMaterial)
{
public static ParticleGfxInfo Default { get; } =
Billboard(0u, Vector2.One, Vector3.Zero, additive: false, hasMaterial: false);
public static ParticleGfxInfo Billboard(
uint textureHandle,
Vector2 size,
Vector3 centerOffset,
bool additive,
bool hasMaterial) =>
new(textureHandle, size, Vector3.UnitX, Vector3.UnitY, centerOffset, true, additive, hasMaterial);
}
}

View file

@ -4,15 +4,23 @@ 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.
uniform sampler2D uParticleTexture;
uniform bool uUseTexture;
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);
vec4 texel;
if (uUseTexture) {
texel = texture(uParticleTexture, vTex);
} else {
vec2 d = vTex - vec2(0.5, 0.5);
float r = length(d) * 2.0;
float falloff = smoothstep(1.0, 0.4, r);
texel = vec4(1.0, 1.0, 1.0, falloff);
}
vec4 color = texel * vColor;
if (color.a < 0.02)
discard;
fragColor = color;
}

View file

@ -4,26 +4,21 @@
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;
// Per-instance: world-space center, authored sheet axes, color.
layout(location = 2) in vec4 aCenter;
layout(location = 3) in vec4 aAxisX;
layout(location = 4) in vec4 aAxisY;
layout(location = 5) 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);
vec3 world = aCenter.xyz
+ aAxisX.xyz * aQuad.x
+ aAxisY.xyz * aQuad.y;
vTex = aTex;
vColor = aColor;

View file

@ -1,46 +1,15 @@
#version 430 core
// Sky mesh fragment shader — final composite matching retail's
// D3D fixed-function:
//
// fragment.rgb = texture.rgb × vTint + lightning_flash
// fragment.a = texture.a × (1 - uTransparency) × uSurfTranslucency
// (uSurfTranslucency is OPACITY directly per retail's
// D3DPolyRender::SetSurface at 0x59c7a6, NOT 1-x)
//
// vTint arrives from the vertex shader with retail's per-vertex
// lighting formula baked in (Emissive + lightAmbient + lightDiffuse ×
// max(N·L, 0)) — see sky.vert for the decompile citation. The keyframe
// SkyObjectReplace.Luminosity override is folded into uEmissive on the
// CPU side (SkyRenderer.cs) so vTint already saturates properly for
// bright keyframes; the previous shader had a redundant uLuminosity
// multiply that was double-dimming clouds, removed 2026-04-26.
//
// See `docs/research/2026-04-23-sky-material-state.md`.
in vec2 vTex;
in vec3 vTint;
in float vFogFactor; // 1 = no fog (near), 0 = full fog color (far)
in float vFogFactor; // 1 = no fog, 0 = full fog color
out vec4 fragColor;
uniform sampler2D uDiffuse;
uniform float uTransparency; // 0 = fully visible, 1 = fully transparent
// 1.0 = apply fog mix to this submesh; 0.0 = skip fog (Additive sky
// surfaces — sun/moon/stars per retail SetFFFogAlphaDisabled(1) at
// D3DPolyRender::SetSurface 0x59c882). Set per-submesh on the CPU side.
uniform float uApplyFog;
// Surface.Translucency float (0..1) used DIRECTLY as opacity (NOT 1-x).
// Distinct from uTransparency (per-keyframe Replace override). Retail
// D3DPolyRender::SetSurface at 0x59c7a6 (decomp 425255-425260) reads
// Surface.Translucency when the Translucent (0x10) bit is set and feeds
// _ftol2(translucency × 255) directly as vertex alpha. ACViewer
// (TextureCache.cs:142) + WorldBuilder (ObjectMeshManager.cs:1115) both
// invert it (1-x) and are wrong. For non-Translucent surfaces the CPU
// side (GfxObjMesh.Build) sets uSurfTranslucency = 1.0 ⇒ no effect.
uniform float uSurfTranslucency;
uniform float uTransparency; // keyframe transparency: 0 visible, 1 transparent
uniform float uApplyFog; // 1 for foggable sky layers; raw-additive surfaces keep retail fog disabled
uniform float uSurfOpacity; // final surface opacity multiplier from the CPU
// Shared SceneLighting UBO — fog params drive the mix, flash channel
// bumps sky brightness during lightning strikes. Matches sky.vert's
// declaration exactly.
struct Light {
vec4 posAndKind;
vec4 dirAndRange;
@ -58,79 +27,21 @@ layout(std140, binding = 1) uniform SceneLighting {
void main() {
vec4 sampled = texture(uDiffuse, vTex);
// Composite: texture × per-vertex lit. Replace.Luminosity (per
// keyframe) and Surface.Luminosity are both folded into uEmissive
// on the CPU side (SkyRenderer.cs) so vTint already carries the
// right tint for the time-of-day. Retail's fragment formula
// (FUN_0059da60 non-luminous branch) is texture × litColor ×
// vertex.color(=white), so `texture × vTint` is the retail-faithful
// composite.
vec3 rgb = sampled.rgb * vTint;
// Retail-faithful sky fog mix with a "fog floor" mitigation:
//
// Dereth sky meshes are authored at radii 10501820m. At midnight
// (storm keyframes FogEnd ~400m) the raw vFogFactor saturates to 0
// for every dome pixel — `mix(fogColor, rgb, 0)` would render the
// entire dome as flat fogColor, destroying stars / moon / texture.
// That was the reason fog was disabled on sky 2026-04-24 (issue #4).
//
// Retail clearly DOES apply fog to its sky meshes — distant horizon
// mountains and the dome itself fade toward the fog color in retail
// screenshots. Mechanism unknown (sky-specific FogEnd? elevation-
// weighted? different formula?). Until pinned, the workaround is
// a clamp on the minimum fog factor so the dome NEVER mixes more
// than (1 - SKY_FOG_FLOOR) toward fogColor — preserves stars/moon
// while still letting the horizon haze visibly in low-FogEnd
// keyframes.
//
// SKY_FOG_FLOOR=0.2 means dome shows AT LEAST 20% raw texture, AT
// MOST 80% fog color even at extreme distances. Tuned via dual-
// client visual comparison 2026-04-27 — adjust if night sky goes
// back to flat-fog or stays too vivid vs retail.
// Skip fog mix entirely on Additive surfaces (sun, moon, stars,
// additive cloud sheets) — retail's SetFFFogAlphaDisabled(1) at
// D3DPolyRender::SetSurface 0x59c882. Without this gate the sun
// dims to fog color at horizon, which doesn't match retail.
if (uApplyFog > 0.5) {
const float SKY_FOG_FLOOR = 0.2;
float skyFogFactor = max(vFogFactor, SKY_FOG_FLOOR);
rgb = mix(uFogColor.rgb, rgb, skyFogFactor);
}
// Lightning additive bump — client-driven during storm flashes.
// NOTE: the exact retail mechanism for lightning visual is still
// under research (agent #5, 2026-04-23). Keeping the uFogParams.z
// channel wired so if it ends up being a per-frame flash uniform
// that's what it becomes; if lightning turns out to be a particle
// system effect instead, this bump becomes a no-op (flash stays 0).
float flash = uFogParams.z;
rgb += flash * vec3(1.5, 1.5, 1.8);
// Normal-frame cap at 1.0 (retail D3D framebuffer clamps per-channel
// on output). Flash relaxes ceiling to 3.0 so storm strobes blow
// out visibly.
float cap = mix(1.0, 3.0, clamp(flash, 0.0, 1.0));
rgb = min(rgb, vec3(cap));
// Final fragment alpha:
// uTransparency — keyframe-replace transparency override (0..1).
// 0 = fully visible, 1 = fully transparent.
// Applied as (1 - x).
// uSurfTranslucency — the dat's Surface.Translucency value when the
// Translucent flag is set, else 1.0. Despite the
// name, retail uses this as OPACITY directly (per
// D3DPolyRender::SetSurface at 0x59c7a6 which
// writes _ftol2(translucency × 255) into vertex
// alpha). Multiply directly — NOT (1 - x).
//
// For the rain mesh 0x01004C42/4C44 (translucency=0.5): a = 1*1*0.5 = 0.5
// matches retail curr_alpha=127, halves the additive streak.
// For cloud surface 0x08000023 (translucency=0.25): a = 1*1*0.25 = 0.25
// matches retail curr_alpha=63, dim cloud (was 3× too bright with
// the previous 1-x formula).
// For non-Translucent surfaces uSurfTranslucency = 1.0, no effect.
float a = sampled.a * (1.0 - uTransparency) * uSurfTranslucency;
float a = sampled.a * (1.0 - uTransparency) * uSurfOpacity;
if (a < 0.01) discard;
fragColor = vec4(rgb, a);
}

View file

@ -47,6 +47,7 @@ uniform vec3 uSunDir; // unit vector FROM surface TO sun
// Per-submesh (from Surface.Luminosity float):
uniform float uEmissive;
uniform float uDiffuseFactor;
// Shared SceneLighting UBO — we need uFogParams.xy (fog start/end) to
// compute the vertex fog factor. Must match sky.frag's declaration.
@ -87,7 +88,7 @@ void main() {
float diff = max(dot(worldNormal, uSunDir), 0.0);
vec3 lit = vec3(uEmissive) // material.Emissive
+ uAmbientColor // material.Ambient(1) × light.Ambient
+ uSunColor * diff; // material.Diffuse(1) × light.Diffuse × N·L
+ (uSunColor * uDiffuseFactor) * diff;
vTint = clamp(lit, 0.0, 1.0);
// Retail vertex-fog in 3D-range mode (FOGVERTEXMODE=LINEAR,

View file

@ -106,8 +106,10 @@ public sealed unsafe class SkyRenderer : IDisposable
Vector3 cameraWorldPos,
float dayFraction,
DayGroupData? group,
SkyKeyframe keyframe)
=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe, postScenePass: false);
SkyKeyframe keyframe,
bool environOverrideActive = false)
=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe,
postScenePass: false, environOverrideActive: environOverrideActive);
/// <summary>
/// Draw the POST-SCENE sky objects (the foreground rain mesh
@ -134,8 +136,10 @@ public sealed unsafe class SkyRenderer : IDisposable
Vector3 cameraWorldPos,
float dayFraction,
DayGroupData? group,
SkyKeyframe keyframe)
=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe, postScenePass: true);
SkyKeyframe keyframe,
bool environOverrideActive = false)
=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe,
postScenePass: true, environOverrideActive: environOverrideActive);
/// <summary>
/// Shared pass for <see cref="RenderSky"/> and <see cref="RenderWeather"/>.
@ -151,7 +155,8 @@ public sealed unsafe class SkyRenderer : IDisposable
float dayFraction,
DayGroupData? group,
SkyKeyframe keyframe,
bool postScenePass)
bool postScenePass,
bool environOverrideActive)
{
if (group is null || group.SkyObjects.Count == 0) return;
@ -209,6 +214,12 @@ public sealed unsafe class SkyRenderer : IDisposable
float secondsSinceStart = (float)(DateTime.UtcNow - _startedAt).TotalSeconds;
// M1: track texture handles whose wrap mode we set to ClampToEdge
// so we can restore them to Repeat (TextureCache's default upload
// state) at end-of-pass. Without this, any subsequent renderer
// sharing the texture handle would silently inherit ClampToEdge.
var clampedTextures = new HashSet<uint>();
for (int i = 0; i < group.SkyObjects.Count; i++)
{
var obj = group.SkyObjects[i];
@ -227,6 +238,11 @@ public sealed unsafe class SkyRenderer : IDisposable
// foreground rain — double-thick rain not matching retail.
if (obj.IsPostScene != postScenePass) continue;
if (!obj.IsVisible(dayFraction)) continue;
// Retail GameSky::Draw (0x00506ff0) skips Properties bit 0x02
// objects while an AdminEnvirons fog override is active. Normal
// DayGroup fog/tint still draws them.
if (environOverrideActive && (obj.Properties & 0x02u) != 0u)
continue;
// Apply per-keyframe replace overrides.
uint gfxObjId = obj.GfxObjId;
@ -243,20 +259,18 @@ public sealed unsafe class SkyRenderer : IDisposable
// NO Dereth sky surface carries the SurfaceType.Luminous flag
// bit (0x40) — the differentiator is purely the float field.
float replaceLuminosity = float.NaN;
float replaceDiffuse = float.NaN;
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) replaceLuminosity = rep.Luminosity;
// MaxBright is a CAP: even if the surface authored Lum=1.0,
// a per-keyframe MaxBright trims it. When no explicit
// Luminosity replace exists, MaxBright still acts as the
// ceiling (applied against sub.SurfLuminosity at draw time).
// Retail GameSky::UseTime routes max_bright through
// CPhysicsObj::SetDiffusion, so it replaces material diffuse,
// not emissive/luminosity.
if (rep.MaxBright > 0f)
replaceLuminosity = float.IsNaN(replaceLuminosity)
? rep.MaxBright
: MathF.Min(replaceLuminosity, rep.MaxBright);
replaceDiffuse = rep.MaxBright;
}
if (gfxObjId == 0) continue;
@ -277,18 +291,24 @@ public sealed unsafe class SkyRenderer : IDisposable
// if (((eax_13 & 4) != 0 && (eax_13 & 8) == 0))
// int32_t var_4_1 = 0xc2f00000; // 0xc2f00000 == -120.0f
//
// Weather objects (property bit 0x04 set, bit 0x08 unset)
// have their frame origin set to player_pos + (0, 0, -120m).
// The rain cylinder GfxObjs 0x01004C42/0x01004C44 have local
// Z range 0.11..814.90 (815m tall, 113m radius). Without the
// offset the cylinder bottom sits at z=0.11 ABOVE the camera
// (skyView translation is zeroed so model-origin == camera);
// looking horizontally shows nothing, looking up shows a
// distant cylinder. With -120m the cylinder spans z =
// (camera-119.89)..(camera+694.90) in view space — camera
// is inside, looking in any direction shows surrounding
// walls — the volumetric foreground-rain look retail has.
if (postScenePass)
// Gate: bit 0x04 (weather) set AND bit 0x08 unset. NOT every
// post-scene SkyObject — bit 0x01 (post-scene) is independent
// of bit 0x04 (weather). Today's Dereth ships every post-scene
// entry as also weather-flagged so the previous unconditional
// offset was a no-op divergence, but a future DayGroup with a
// post-scene-but-not-weather entry (e.g. a foreground sun rim)
// would have been pushed 120m below the camera and rendered as
// floor lint.
//
// Without the offset on the rain cylinder GfxObjs
// 0x01004C42/0x01004C44 (local Z range 0.11..814.90) the
// cylinder bottom sits at z=0.11 ABOVE the camera (skyView
// translation is zeroed so model-origin == camera); looking
// horizontally shows nothing. With -120m the cylinder spans z
// = (camera-119.89)..(camera+694.90) — camera is inside,
// looking in any direction shows surrounding walls — the
// volumetric foreground-rain look retail has.
if (postScenePass && obj.IsWeather && (obj.Properties & 0x08u) == 0u)
model = model * Matrix4x4.CreateTranslation(0f, 0f, -120f);
_shader.SetMatrix4("uModel", model);
@ -343,20 +363,17 @@ public sealed unsafe class SkyRenderer : IDisposable
float effEmissive = float.IsNaN(replaceLuminosity)
? sub.SurfLuminosity
: replaceLuminosity;
float effDiffuse = float.IsNaN(replaceDiffuse)
? sub.SurfDiffuse
: replaceDiffuse;
_shader.SetFloat("uEmissive", effEmissive);
_shader.SetFloat("uDiffuseFactor", effDiffuse);
// Retail per-Surface translucency override (D3DPolyRender::SetSurface
// at 0x59c7a6, decomp 425255-425260): when the Surface's
// Translucent (0x10) bit is set, retail computes
// curr_alpha = _ftol2(translucency × 255) and writes it as vertex
// alpha — i.e. the dat's Translucency float is the OPACITY
// directly, NOT inverted. ACViewer and WorldBuilder both invert
// it (1 - x) and are wrong by the same misread. The shader uses
// it directly as an opacity multiplier; for non-Translucent
// surfaces the GfxObjMesh.Build() path keeps SurfTranslucency=1.0
// (no effect). Critical for rain (Translucency=0.5 → opacity 0.5)
// and clouds (Translucency=0.25 → opacity 0.25, dim like retail).
_shader.SetFloat("uSurfTranslucency", sub.SurfTranslucency);
// Material alpha is final opacity: 1 - Surface.Translucency
// for Translucent surfaces, 1 for non-Translucent surfaces.
// The CPU computes it once so the shader just multiplies it
// with texture alpha and keyframe transparency.
_shader.SetFloat("uSurfOpacity", sub.SurfOpacity);
// Retail D3DPolyRender::SetSurface at 0x59c882 calls
// SetFFFogAlphaDisabled(1) when the Additive flag (0x10000)
@ -364,9 +381,12 @@ public sealed unsafe class SkyRenderer : IDisposable
// additive cloud sheet are drawn WITHOUT fog. Skipping fog
// on additive surfaces keeps the sun bright at horizon
// dusk/dawn (where fog would otherwise dim it to fog color).
// Non-additive sky meshes (the dome, opaque cloud layers)
// still mix toward fog with the floor mitigation in sky.frag.
_shader.SetFloat("uApplyFog", sub.IsAdditive ? 0f : 1f);
// Non-additive sky meshes (the dome/background layers)
// still mix toward keyframe fog with the floor mitigation
// in sky.frag. That restores the broad green/purple Rainy
// DayGroup tint behind the cloud sheet while raw-additive
// 0x08000023 remains unfogged and keeps the pink detail.
_shader.SetFloat("uApplyFog", sub.DisableFog ? 0f : 1f);
uint tex = _textures.GetOrUpload(sub.SurfaceId);
_gl.ActiveTexture(TextureUnit.Texture0);
@ -396,11 +416,25 @@ public sealed unsafe class SkyRenderer : IDisposable
bool needsRepeat = sub.NeedsUvRepeat
|| obj.TexVelocityX != 0f
|| obj.TexVelocityY != 0f;
int wrapMode = needsRepeat
? (int)TextureWrapMode.Repeat
: (int)TextureWrapMode.ClampToEdge;
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, wrapMode);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, wrapMode);
if (!needsRepeat)
{
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
(int)TextureWrapMode.ClampToEdge);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
(int)TextureWrapMode.ClampToEdge);
clampedTextures.Add(tex);
}
// No else branch: TextureCache uploads with Repeat, so a
// texture whose wrap was clamped earlier this pass and is
// re-bound now still needs to be told to Repeat.
else if (clampedTextures.Contains(tex))
{
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
(int)TextureWrapMode.Repeat);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
(int)TextureWrapMode.Repeat);
clampedTextures.Remove(tex);
}
_gl.BindVertexArray(sub.Vao);
_gl.DrawElements(PrimitiveType.Triangles,
@ -410,6 +444,18 @@ public sealed unsafe class SkyRenderer : IDisposable
}
}
// M1: restore wrap mode on every texture this pass clamped, so
// the rest of the pipeline sees TextureCache's default Repeat
// state regardless of which sky-mesh order we drew.
foreach (var tex in clampedTextures)
{
_gl.BindTexture(TextureTarget.Texture2D, tex);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
(int)TextureWrapMode.Repeat);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
(int)TextureWrapMode.Repeat);
}
// Restore GL state expected by the rest of the pipeline.
_gl.Disable(EnableCap.Blend);
_gl.DepthMask(true);
@ -639,7 +685,7 @@ public sealed unsafe class SkyRenderer : IDisposable
Console.WriteLine(
$"[sky-dump] Surface[{i}] 0x{surfaceId:X8} Type=0x{rawType:X8} ({names}) " +
$"OrigTexture=0x{origTex:X8} Translucency={trans} " +
$"SurfLuminosity={surface.Luminosity:F4} SurfTranslucency={surface.Translucency:F4}");
$"SurfLuminosity={surface.Luminosity:F4} SurfaceTranslucency={surface.Translucency:F4}");
}
}
@ -692,8 +738,10 @@ public sealed unsafe class SkyRenderer : IDisposable
SurfaceId = sm.SurfaceId,
IsAdditive = isAdditive,
SurfLuminosity = sm.Luminosity,
SurfDiffuse = sm.Diffuse,
NeedsUvRepeat = sm.NeedsUvRepeat,
SurfTranslucency = sm.SurfTranslucency,
SurfOpacity = sm.SurfOpacity,
DisableFog = sm.DisableFog,
};
}
@ -733,6 +781,7 @@ public sealed unsafe class SkyRenderer : IDisposable
/// <c>docs/research/2026-04-23-sky-retail-verbatim.md</c> §6.
/// </summary>
public float SurfLuminosity;
public float SurfDiffuse;
/// <summary>
/// True when the source mesh's authored UVs exceed [0,1] (e.g.
/// the inner sky/star layer 0x010015EF and the cloud meshes —
@ -744,17 +793,11 @@ public sealed unsafe class SkyRenderer : IDisposable
/// </summary>
public bool NeedsUvRepeat;
/// <summary>
/// <c>Surface.Translucency</c> float (0..1) carried through from
/// <see cref="GfxObjSubMesh.SurfTranslucency"/>. Passed to the
/// sky fragment shader as <c>uSurfTranslucency</c> and used
/// DIRECTLY as opacity (NOT <c>1 - x</c>). Retail's
/// <c>D3DPolyRender::SetSurface</c> at <c>0x59c7a6</c>
/// (decomp lines 425255-425260) computes
/// <c>curr_alpha = _ftol2(translucency × 255)</c> and writes that
/// as vertex.color.alpha — i.e. translucency is opacity directly.
/// For non-Translucent surfaces the GfxObjMesh.Build() path keeps
/// this at 1.0 so they stay fully opaque.
/// Final surface opacity from <see cref="GfxObjSubMesh.SurfOpacity"/>.
/// Translucent surfaces use <c>1 - Surface.Translucency</c>; other
/// surfaces stay at 1.0.
/// </summary>
public float SurfTranslucency;
public float SurfOpacity;
public bool DisableFog;
}
}

View file

@ -178,8 +178,9 @@ public sealed unsafe class TextureCache : IDisposable
if (surfaceTexture is null || surfaceTexture.Textures.Count == 0)
return DecodedTexture.Magenta;
var rs = _dats.Get<RenderSurface>((uint)surfaceTexture.Textures[0]);
if (rs is null)
uint renderSurfaceId = (uint)surfaceTexture.Textures[0];
if (!_dats.Portal.TryGet<RenderSurface>(renderSurfaceId, out var rs)
&& !_dats.HighRes.TryGet<RenderSurface>(renderSurfaceId, out rs))
return DecodedTexture.Magenta;
// Start with the texture's default palette, then apply overlays.

View file

@ -200,21 +200,14 @@ public static class GfxObjMesh
// docs/research/2026-04-23-sky-retail-verbatim.md §6).
var translucency = TranslucencyKind.Opaque;
var luminosity = 0f;
// SurfTranslucency = the OPACITY multiplier the shader applies
// to fragment alpha. 1.0 = fully opaque (default, non-Translucent
// surfaces). For Translucent-flag surfaces, retail's
// D3DPolyRender::SetSurface at 0x59c7a6 (decomp lines 425255-
// 425260) computes curr_alpha = _ftol2(translucency × 255) and
// feeds that as vertex.color.alpha — so the dat's Translucency
// float is the OPACITY directly (NOT inverted). For rain
// (translucency=0.5) opacity is 0.5; for cloud surface
// 0x08000023 (translucency=0.25) opacity is 0.25 — that's why
// retail's clouds are dim and acdream's were 3× too bright
// before this fix (we used 1-translucency, inverting the
// semantic). ACViewer's TextureCache.cs:142 and WorldBuilder's
// ObjectMeshManager.cs:1115 also use 1-translucency and are
// both wrong by the same misread.
var surfTranslucency = 1.0f;
// SurfOpacity = (1 - Surface.Translucency) for Translucent
// surfaces, 1.0 otherwise. See
// TranslucencyKindExtensions.OpacityFromSurfaceTranslucency for
// the decomp citation (CMaterial::SetTranslucencySimple at
// 0x005396f0 writes material alpha as 1 - translucency).
var diffuse = 1f;
var surfOpacity = 1f;
var disableFog = false;
if (dats is not null)
{
var surface = dats.Get<Surface>(surfaceId);
@ -222,13 +215,16 @@ public static class GfxObjMesh
{
translucency = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
luminosity = surface.Luminosity;
diffuse = surface.Diffuse;
// Apply the dat's Translucency value as opacity ONLY
// when the Translucent flag (0x10) is set on the
// Surface. Without this gate, surfaces with
// Translucency=0 (non-Translucent default) would
// render fully transparent.
if (((uint)surface.Type & (uint)DatReaderWriter.Enums.SurfaceType.Translucent) != 0)
surfTranslucency = surface.Translucency;
surfOpacity = TranslucencyKindExtensions.OpacityFromSurfaceTranslucency(
surface.Type,
surface.Translucency);
disableFog = TranslucencyKindExtensions.DisablesFixedFunctionFog(surface.Type);
}
}
@ -256,8 +252,10 @@ public static class GfxObjMesh
{
Translucency = translucency,
Luminosity = luminosity,
Diffuse = diffuse,
NeedsUvRepeat = needsUvRepeat,
SurfTranslucency = surfTranslucency,
SurfOpacity = surfOpacity,
DisableFog = disableFog,
});
}
return result;

View file

@ -13,67 +13,40 @@ public sealed record GfxObjSubMesh(
{
/// <summary>
/// How this sub-mesh should be composited into the frame.
/// Populated from Surface.Type flags at upload time (requires a DatCollection).
/// Defaults to <see cref="TranslucencyKind.Opaque"/> so offline fixtures
/// that don't supply dat access compile and pass unchanged.
/// Populated from Surface.Type flags at upload time.
/// </summary>
public TranslucencyKind Translucency { get; init; } = TranslucencyKind.Opaque;
/// <summary>
/// Self-illumination strength of the Surface (<c>Surface.Luminosity</c>
/// field, 0..1 fraction — NOT the <c>SurfaceType.Luminous</c> flag bit).
/// Retail uses this as an emissive coefficient in the per-vertex
/// lighting formula:
/// <code>
/// tint = clamp(vec3(Luminosity) + AmbColor + diffuse * DirColor, 0, 1)
/// fragment = texture * tint
/// </code>
/// For Dereth's sky meshes, the DOME (0x010015EE) and SUN/MOON
/// (0x01001348) have <c>Luminosity=1.0</c> (self-illuminated — emissive
/// saturates the lighting math so the baked texture always renders
/// at full brightness). CLOUDS (0x010015EF, 0x01004C36) have
/// <c>Luminosity=0.0</c> (lit by ambient+diffuse — pick up the
/// time-of-day tint). See
/// <c>docs/research/2026-04-23-sky-retail-verbatim.md</c> §6.
/// Defaults to 0.0 (fully lit) so non-sky meshes render through the
/// normal lighting path without change.
/// Surface.Luminosity. Retail uses this as material emissive.
/// </summary>
public float Luminosity { get; init; } = 0f;
/// <summary>
/// True when at least one vertex's UV component lies outside the
/// <c>[0, 1]</c> range, meaning the mesh was authored to have its
/// texture tile across the geometry (i.e. it expects
/// <c>GL_REPEAT</c>/<c>D3DTADDRESS_WRAP</c>). The sky renderer reads
/// this to decide between <c>GL_REPEAT</c> (this flag set, or any
/// scrolling layer) and <c>GL_CLAMP_TO_EDGE</c> (all UVs strictly
/// in <c>[0,1]</c>), which avoids wall-seam bleed on the dome
/// (UVs in <c>[0,1]</c>) while still tiling the inner star/cloud
/// layers (UVs in <c>[~0.4, ~4.6]</c>) correctly.
/// Defaults to false so non-sky consumers get the previous behavior.
/// Surface.Diffuse. Retail sky keyframes route SkyObjectReplace.MaxBright
/// through CPhysicsObj::SetDiffusion (0x005119e0), which lands in
/// CMaterial::SetDiffuseSimple (0x00539750).
/// </summary>
public float Diffuse { get; init; } = 1f;
/// <summary>
/// True when at least one vertex UV component lies outside [0, 1], so
/// the mesh expects texture repeat instead of clamp.
/// </summary>
public bool NeedsUvRepeat { get; init; } = false;
/// <summary>
/// <c>Surface.Translucency</c> float (0..1) treated as an OPACITY
/// multiplier on fragment alpha. 1.0 = fully opaque (default for
/// non-Translucent surfaces). Distinct from the
/// <see cref="TranslucencyKind"/> classifier above, which buckets the
/// flag bits. Retail's <c>D3DPolyRender::SetSurface</c> at
/// <c>0x59c7a6</c> (decomp lines 425255-425260) reads
/// <c>Surface.Translucency</c> when the <c>Translucent</c> (0x10) bit
/// is set, computes <c>curr_alpha = _ftol2(translucency × 255)</c>,
/// and writes that as vertex alpha — i.e. the dat's Translucency float
/// is used DIRECTLY as opacity, NOT inverted. ACViewer
/// (<c>TextureCache.cs:142</c>) and WorldBuilder
/// (<c>ObjectMeshManager.cs:1115</c>) both use <c>1 - translucency</c>
/// and are wrong by the same misread.
/// For the rain Surface 0x080000C5 (translucency=0.5): opacity = 0.5;
/// with the <c>(SrcAlpha, One)</c> additive blend the rain streaks
/// contribute at half intensity. For cloud surface 0x08000023
/// (translucency=0.25): opacity = 0.25 (matches retail's dim clouds).
/// Defaults to 1.0 (fully opaque) so non-Translucent surfaces render
/// at full opacity without change.
/// Final opacity multiplier derived from Surface.Translucency. Retail
/// translucency is transparency: 0.0 is opaque and 1.0 is invisible.
/// CMaterial::SetTranslucencySimple at 0x005396f0 writes material alpha
/// as 1 - translucency.
/// </summary>
public float SurfTranslucency { get; init; } = 1f;
public float SurfOpacity { get; init; } = 1f;
/// <summary>
/// True when the raw Surface.Type has the Additive bit. Retail disables
/// fixed-function fog alpha for this raw bit even if the final blend mode
/// is forced to AlphaBlend by the Translucent+ClipMap branch.
/// </summary>
public bool DisableFog { get; init; } = false;
}

View file

@ -106,4 +106,25 @@ public static class TranslucencyKindExtensions
return TranslucencyKind.Opaque;
}
/// <summary>
/// Retail translucency is transparency: 0 = opaque, 1 = invisible.
/// CMaterial::SetTranslucencySimple at 0x005396f0 writes material alpha
/// as <c>1 - translucency</c>.
/// </summary>
public static float OpacityFromSurfaceTranslucency(SurfaceType type, float translucency)
{
if ((type & SurfaceType.Translucent) == 0)
return 1f;
return Math.Clamp(1f - translucency, 0f, 1f);
}
/// <summary>
/// D3DPolyRender::SetSurface at 0x0059c882 disables fixed-function fog
/// alpha whenever the raw Additive surface bit is present, even when the
/// Translucent+ClipMap branch later forces alpha blending.
/// </summary>
public static bool DisablesFixedFunctionFog(SurfaceType type)
=> (type & SurfaceType.Additive) != 0;
}

View file

@ -37,9 +37,9 @@ public static class SurfaceDecoder
PixelFormat.PFID_R8G8B8 => DecodeR8G8B8(rs),
PixelFormat.PFID_A8R8G8B8 => DecodeA8R8G8B8(rs),
PixelFormat.PFID_X8R8G8B8 => DecodeX8R8G8B8(rs),
PixelFormat.PFID_DXT1 => DecodeBc(rs, CompressionFormat.Bc1),
PixelFormat.PFID_DXT3 => DecodeBc(rs, CompressionFormat.Bc2),
PixelFormat.PFID_DXT5 => DecodeBc(rs, CompressionFormat.Bc3),
PixelFormat.PFID_DXT1 => DecodeBc(rs, CompressionFormat.Bc1, isClipMap),
PixelFormat.PFID_DXT3 => DecodeBc(rs, CompressionFormat.Bc2, isClipMap),
PixelFormat.PFID_DXT5 => DecodeBc(rs, CompressionFormat.Bc3, isClipMap),
PixelFormat.PFID_A8 or PixelFormat.PFID_CUSTOM_LSCAPE_ALPHA => DecodeA8(rs),
PixelFormat.PFID_P8 when palette is not null => DecodeP8(rs, palette, isClipMap),
PixelFormat.PFID_INDEX16 when palette is not null => DecodeIndex16(rs, palette, isClipMap),
@ -245,7 +245,7 @@ public static class SurfaceDecoder
return new DecodedTexture(rgba, rs.Width, rs.Height);
}
private static DecodedTexture DecodeBc(RenderSurface rs, CompressionFormat format)
private static DecodedTexture DecodeBc(RenderSurface rs, CompressionFormat format, bool isClipMap)
{
var pixels = BcDecoder.DecodeRaw(rs.SourceData, rs.Width, rs.Height, format);
var rgba = new byte[rs.Width * rs.Height * 4];
@ -256,6 +256,8 @@ public static class SurfaceDecoder
rgba[s + 1] = pixels[i].g;
rgba[s + 2] = pixels[i].b;
rgba[s + 3] = pixels[i].a;
if (isClipMap && rgba[s + 0] == 0 && rgba[s + 1] == 0 && rgba[s + 2] == 0)
rgba[s + 3] = 0;
}
return new DecodedTexture(rgba, rs.Width, rs.Height);
}

View file

@ -1,73 +1,38 @@
using System;
using System.Collections.Concurrent;
using System.Numerics;
using DatReaderWriter;
using DatParticleEmitter = DatReaderWriter.DBObjs.ParticleEmitter;
using DatEmitterType = DatReaderWriter.Enums.EmitterType;
using DatParticleType = DatReaderWriter.Enums.ParticleType;
namespace AcDream.Core.Vfx;
/// <summary>
/// Resolves <see cref="EmitterDesc"/> instances by their retail emitter
/// dat id (<c>0x32xxxxxx</c> range). The current build of
/// Chorizite.DatReaderWriter (v2.1.7) doesn't yet ship a
/// <c>ParticleEmitterInfo</c> DBObj class, so we maintain a small
/// registry of synthesized descriptors for the handful of emitters
/// acdream actually needs (portal swirl, chimney smoke, fireplace
/// flames, footstep dust, spell auras, weapon trails) and fall back to
/// a generic "puff" for unknown ids. When a future DRW release adds
/// the dat-type, this class will additionally load + cache from dats.
///
/// <para>
/// Field mapping once the dat-type arrives (docs/research/deepdives/
/// r04-vfx-particles.md §1 + references/DatReaderWriter's own generated
/// <c>ParticleEmitterInfo.generated.cs</c>):
/// <list type="bullet">
/// <item><description>
/// <c>Birthrate</c> → <c>1 / EmitRate</c> (retail stores the avg
/// time between spawns, not the rate).
/// </description></item>
/// <item><description>
/// <c>Lifespan ± LifespanRand</c> → <c>LifetimeMin / LifetimeMax</c>
/// range.
/// </description></item>
/// <item><description>
/// <c>A, MinA, MaxA</c> → primary initial velocity with magnitude
/// jitter; <c>B</c> / <c>C</c> are secondary spread components.
/// </description></item>
/// <item><description>
/// <c>StartScale, FinalScale</c> / <c>StartTrans, FinalTrans</c>
/// interpolate linearly over life.
/// </description></item>
/// </list>
/// </para>
/// Resolves retail <c>ParticleEmitterInfo</c> dat records
/// (<c>0x32xxxxxx</c>) into acdream runtime descriptors.
/// </summary>
public sealed class EmitterDescRegistry
{
private const uint FallbackEmitterId = 0xFFFFFFFFu;
private readonly Func<uint, DatParticleEmitter?>? _resolver;
private readonly ConcurrentDictionary<uint, EmitterDesc> _byId = new();
public EmitterDescRegistry()
: this((Func<uint, DatParticleEmitter?>?)null)
{
// Seed with a handful of well-known AC emitter ids plus a
// fallback. Ids here come from empirical ACViewer dat dumps —
// see r04 §5.2 for the more complete inventory.
Register(new EmitterDesc
{
DatId = 0xFFFFFFFFu, // "default" sentinel
Type = ParticleType.LocalVelocity,
Flags = EmitterFlags.Billboard | EmitterFlags.FaceCamera,
EmitRate = 10f,
MaxParticles = 32,
LifetimeMin = 0.6f,
LifetimeMax = 1.2f,
OffsetDir = new Vector3(0, 0, 1),
MinOffset = 0f,
MaxOffset = 0.1f,
SpawnDiskRadius = 0.1f,
InitialVelocity = new Vector3(0, 0, 0.5f),
VelocityJitter = 0.3f,
StartSize = 0.25f,
EndSize = 0.6f,
StartAlpha = 0.85f,
EndAlpha = 0f,
});
}
public EmitterDescRegistry(DatCollection dats)
: this(id => SafeGet(dats, id))
{
}
public EmitterDescRegistry(Func<uint, DatParticleEmitter?>? resolver)
{
_resolver = resolver;
Register(BuildFallback());
}
public void Register(EmitterDesc desc)
@ -78,10 +43,159 @@ public sealed class EmitterDescRegistry
public EmitterDesc Get(uint emitterId)
{
if (_byId.TryGetValue(emitterId, out var desc)) return desc;
if (_byId.TryGetValue(0xFFFFFFFFu, out var fallback)) return fallback;
if (_byId.TryGetValue(emitterId, out var desc))
return desc;
if (_resolver is not null)
{
var dat = _resolver(emitterId);
if (dat is not null)
{
desc = FromDat(emitterId, dat);
_byId[emitterId] = desc;
return desc;
}
}
if (_byId.TryGetValue(FallbackEmitterId, out var fallback))
return fallback;
throw new InvalidOperationException("No default emitter registered in registry.");
}
public int Count => _byId.Count;
public static EmitterDesc FromDat(uint emitterId, DatParticleEmitter dat)
{
ArgumentNullException.ThrowIfNull(dat);
float birthrate = MathF.Max(0f, (float)dat.Birthrate);
float lifespan = MathF.Max(0f, (float)dat.Lifespan);
float lifespanRand = MathF.Abs((float)dat.LifespanRand);
float lifetimeMin = MathF.Max(0f, lifespan - lifespanRand);
float lifetimeMax = MathF.Max(lifetimeMin, lifespan + lifespanRand);
// ParticleEmitterInfo has no "additive" field; retail derives blend
// state from the particle GfxObj surface material.
var flags = EmitterFlags.Billboard | EmitterFlags.FaceCamera;
if (dat.IsParentLocal)
flags |= EmitterFlags.AttachLocal;
// ParticleEmitterInfo stores translucency, not opacity. Retail feeds
// StartTrans/FinalTrans to PhysicsPart::SetTranslucency; the GL path
// uses the complement as source alpha.
float startOpacity = 1f - Math.Clamp((float)dat.StartTrans, 0f, 1f);
float endOpacity = 1f - Math.Clamp((float)dat.FinalTrans, 0f, 1f);
return new EmitterDesc
{
DatId = emitterId,
Type = MapParticleType(dat.ParticleType),
EmitterKind = MapEmitterKind(dat.EmitterType),
Flags = flags,
GfxObjId = dat.GfxObjId.DataId,
HwGfxObjId = dat.HwGfxObjId.DataId,
Birthrate = birthrate,
EmitRate = dat.EmitterType == DatEmitterType.BirthratePerSec && birthrate > 0f
? 1f / birthrate
: 0f,
MaxParticles = Math.Max(1, dat.MaxParticles),
InitialParticles = Math.Max(0, dat.InitialParticles),
TotalParticles = Math.Max(0, dat.TotalParticles),
TotalDuration = MathF.Max(0f, (float)dat.TotalSeconds),
Lifespan = lifespan,
LifespanRand = lifespanRand,
LifetimeMin = lifetimeMin,
LifetimeMax = lifetimeMax,
OffsetDir = dat.OffsetDir,
MinOffset = dat.MinOffset,
MaxOffset = dat.MaxOffset,
SpawnDiskRadius = dat.MaxOffset,
InitialVelocity = dat.A,
Gravity = dat.B,
A = dat.A,
MinA = dat.MinA,
MaxA = dat.MaxA,
B = dat.B,
MinB = dat.MinB,
MaxB = dat.MaxB,
C = dat.C,
MinC = dat.MinC,
MaxC = dat.MaxC,
StartSize = dat.StartScale,
EndSize = dat.FinalScale,
ScaleRand = dat.ScaleRand,
StartAlpha = startOpacity,
EndAlpha = endOpacity,
TransRand = dat.TransRand,
};
}
private static DatParticleEmitter? SafeGet(DatCollection dats, uint id)
{
if (dats is null)
return null;
try
{
return dats.Get<DatParticleEmitter>(id);
}
catch
{
return null;
}
}
private static EmitterDesc BuildFallback() => new()
{
DatId = FallbackEmitterId,
Type = ParticleType.LocalVelocity,
EmitterKind = ParticleEmitterKind.BirthratePerSec,
Flags = EmitterFlags.Billboard | EmitterFlags.FaceCamera,
Birthrate = 0.1f,
EmitRate = 10f,
MaxParticles = 32,
LifetimeMin = 0.6f,
LifetimeMax = 1.2f,
Lifespan = 0.9f,
LifespanRand = 0.3f,
OffsetDir = new Vector3(0, 0, 1),
MinOffset = 0f,
MaxOffset = 0.1f,
SpawnDiskRadius = 0.1f,
InitialVelocity = new Vector3(0, 0, 0.5f),
VelocityJitter = 0.3f,
A = new Vector3(0, 0, 0.5f),
MinA = 1f,
MaxA = 1f,
B = Vector3.Zero,
C = Vector3.Zero,
StartSize = 0.25f,
EndSize = 0.6f,
StartAlpha = 0.85f,
EndAlpha = 0f,
};
private static ParticleEmitterKind MapEmitterKind(DatEmitterType type) => type switch
{
DatEmitterType.BirthratePerSec => ParticleEmitterKind.BirthratePerSec,
DatEmitterType.BirthratePerMeter => ParticleEmitterKind.BirthratePerMeter,
_ => ParticleEmitterKind.Unknown,
};
private static ParticleType MapParticleType(DatParticleType type) => type switch
{
DatParticleType.Still => ParticleType.Still,
DatParticleType.LocalVelocity => ParticleType.LocalVelocity,
DatParticleType.ParabolicLVGA => ParticleType.ParabolicLVGA,
DatParticleType.ParabolicLVGAGR => ParticleType.ParabolicLVGAGR,
DatParticleType.Swarm => ParticleType.Swarm,
DatParticleType.Explode => ParticleType.Explode,
DatParticleType.Implode => ParticleType.Implode,
DatParticleType.ParabolicLVLA => ParticleType.ParabolicLVLA,
DatParticleType.ParabolicLVLALR => ParticleType.ParabolicLVLALR,
DatParticleType.ParabolicGVGA => ParticleType.ParabolicGVGA,
DatParticleType.ParabolicGVGAGR => ParticleType.ParabolicGVGAGR,
DatParticleType.GlobalVelocity => ParticleType.GlobalVelocity,
_ => ParticleType.Unknown,
};
}

View file

@ -1,6 +1,7 @@
using System;
using System.Collections.Concurrent;
using System.Numerics;
using System.Threading;
using AcDream.Core.Physics;
using DatReaderWriter.Types;
@ -62,10 +63,30 @@ public sealed class ParticleHookSink : IAnimationHookSink
// key ("the smoke trail I spawned 2 seconds ago"), so we track by
// (entity, emitterId).
private readonly ConcurrentDictionary<(uint EntityId, uint EmitterId), int> _handlesByKey = new();
// entityId → set of live emitter handles. Dictionary-as-set so we can
// remove individual handles when their emitter dies (M4 fix —
// ConcurrentBag couldn't drop entries, so handles for naturally-expired
// emitters used to leak).
private readonly ConcurrentDictionary<uint, ConcurrentDictionary<int, byte>> _handlesByEntity = new();
// Reverse lookup: handle → (entity, key) for O(1) cleanup on EmitterDied.
private readonly ConcurrentDictionary<int, (uint EntityId, uint KeyId)> _trackingByHandle = new();
private readonly ConcurrentDictionary<uint, ParticleRenderPass> _renderPassByEntity = new();
private readonly ConcurrentDictionary<uint, Quaternion> _rotationByEntity = new();
private int _anonymousEmitterSerial;
public ParticleHookSink(ParticleSystem system)
{
_system = system ?? throw new ArgumentNullException(nameof(system));
_system.EmitterDied += OnEmitterDied;
}
private void OnEmitterDied(int handle)
{
if (!_trackingByHandle.TryRemove(handle, out var t))
return;
_handlesByKey.TryRemove((t.EntityId, t.KeyId), out _);
if (_handlesByEntity.TryGetValue(t.EntityId, out var bag))
bag.TryRemove(handle, out _);
}
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook)
@ -104,6 +125,54 @@ public sealed class ParticleHookSink : IAnimationHookSink
}
}
public void SetEntityRenderPass(uint entityId, ParticleRenderPass renderPass)
=> _renderPassByEntity[entityId] = renderPass;
public void SetEntityRotation(uint entityId, Quaternion rotation)
=> _rotationByEntity[entityId] = rotation;
public void ClearEntityRenderPass(uint entityId)
=> _renderPassByEntity.TryRemove(entityId, out _);
/// <summary>
/// Refresh every live emitter on this entity to a new world anchor +
/// rotation. The owning subsystem (sky-PES driver, animation tick)
/// drives this each frame for AttachLocal emitters so they track their
/// moving parent — retail-faithful via
/// <c>ParticleEmitter::UpdateParticles</c> at <c>0x0051d2d4</c>, which
/// re-reads the parent frame each tick when <c>is_parent_local != 0</c>.
/// Safe to call for entities with no live emitters (no-op).
/// </summary>
public void UpdateEntityAnchor(uint entityId, Vector3 anchor, Quaternion rotation)
{
_rotationByEntity[entityId] = rotation;
if (!_handlesByEntity.TryGetValue(entityId, out var bag))
return;
foreach (var handle in bag.Keys)
_system.UpdateEmitterAnchor(handle, anchor, rotation);
}
public void StopAllForEntity(uint entityId, bool fadeOut)
{
if (_handlesByEntity.TryRemove(entityId, out var handles))
{
foreach (var handle in handles.Keys)
{
_system.StopEmitter(handle, fadeOut);
_trackingByHandle.TryRemove(handle, out _);
}
}
foreach (var key in _handlesByKey.Keys)
{
if (key.EntityId == entityId)
_handlesByKey.TryRemove(key, out _);
}
ClearEntityRenderPass(entityId);
_rotationByEntity.TryRemove(entityId, out _);
}
private void SpawnFromHook(
uint entityId,
Vector3 worldPos,
@ -115,15 +184,35 @@ public sealed class ParticleHookSink : IAnimationHookSink
// Spawn position: entity pose + hook offset. PartIndex will be
// used when the renderer passes per-part transforms through; for
// now, fold it into the root pos.
var anchor = worldPos + offset;
var rotation = _rotationByEntity.TryGetValue(entityId, out var rot)
? rot
: Quaternion.Identity;
var anchor = worldPos + Vector3.Transform(offset, rotation);
var renderPass = _renderPassByEntity.TryGetValue(entityId, out var pass)
? pass
: ParticleRenderPass.Scene;
int handle = _system.SpawnEmitterById(
emitterId: emitterInfoId,
anchor: anchor,
rot: Quaternion.Identity,
rot: rotation,
attachedObjectId: entityId,
attachedPartIndex: partIndex);
attachedPartIndex: partIndex,
renderPass: renderPass);
_handlesByKey[(entityId, logicalId)] = handle;
uint keyId = logicalId != 0
? logicalId
: 0x80000000u | (uint)Interlocked.Increment(ref _anonymousEmitterSerial);
if (logicalId != 0 && _handlesByKey.TryRemove((entityId, keyId), out var oldHandle))
{
_system.StopEmitter(oldHandle, fadeOut: false);
_trackingByHandle.TryRemove(oldHandle, out _);
}
_handlesByKey[(entityId, keyId)] = handle;
_handlesByEntity
.GetOrAdd(entityId, _ => new ConcurrentDictionary<int, byte>())
.TryAdd(handle, 0);
_trackingByHandle[handle] = (entityId, keyId);
}
}

View file

@ -5,33 +5,18 @@ using System.Numerics;
namespace AcDream.Core.Vfx;
/// <summary>
/// Runtime particle orchestrator — port of retail's <c>CParticleManager</c>
/// (r04 §2). Owns a pool of active <see cref="ParticleEmitter"/> instances,
/// advances each per-frame via one of 13 motion integrators, fades colour /
/// scale over life, and exposes a flat particle stream for the renderer.
///
/// <para>
/// Not thread-safe — called only from the render thread (same thread that
/// drives TickAnimations).
/// </para>
///
/// <para>
/// Handle-based API so callers can stop a specific emitter later (cast
/// interrupt, fadeout). <see cref="SpawnEmitter"/> returns a positive
/// integer; <see cref="StopEmitter"/> accepts it.
/// </para>
/// Runtime particle orchestrator. The data and update rules are a direct
/// port of retail's <c>ParticleEmitterInfo</c>, <c>ParticleEmitter</c>, and
/// <c>Particle::Update</c> paths from the named retail decompilation.
/// </summary>
public sealed class ParticleSystem : IParticleSystem
{
private readonly EmitterDescRegistry _registry;
private readonly Random _rng;
// All live emitters keyed by our handle. Lookup is cheap; iteration is
// per-frame so we also keep a flat list for stable ordering (draw order).
private readonly Dictionary<int, ParticleEmitter> _byHandle = new();
private readonly List<int> _handleOrder = new();
private int _nextHandle = 1;
private int _nextHandle = 1;
private float _time;
private int _activeParticleCount;
@ -49,7 +34,8 @@ public sealed class ParticleSystem : IParticleSystem
Vector3 anchor,
Quaternion? rot = null,
uint attachedObjectId = 0,
int attachedPartIndex = -1)
int attachedPartIndex = -1,
ParticleRenderPass renderPass = ParticleRenderPass.Scene)
{
ArgumentNullException.ThrowIfNull(desc);
@ -61,43 +47,45 @@ public sealed class ParticleSystem : IParticleSystem
AnchorRot = rot ?? Quaternion.Identity,
AttachedObjectId = attachedObjectId,
AttachedPartIndex = attachedPartIndex,
RenderPass = renderPass,
Particles = new Particle[Math.Max(1, desc.MaxParticles)],
StartedAt = _time,
LastEmitTime = _time,
LastEmitOffset = anchor,
};
_byHandle[handle] = emitter;
_handleOrder.Add(handle);
for (int i = 0; i < desc.InitialParticles; i++)
SpawnOne(emitter, allowWhenFull: false);
return handle;
}
/// <summary>
/// Convenience: spawn by retail emitter id — the registry resolves to
/// the correct <see cref="EmitterDesc"/>, or falls back to the default
/// if unknown. Used by the hook sink when a CreateParticleHook arrives.
/// </summary>
public int SpawnEmitterById(
uint emitterId,
Vector3 anchor,
Quaternion? rot = null,
uint attachedObjectId = 0,
int attachedPartIndex = -1)
int attachedPartIndex = -1,
ParticleRenderPass renderPass = ParticleRenderPass.Scene)
{
var desc = _registry.Get(emitterId);
return SpawnEmitter(desc, anchor, rot, attachedObjectId, attachedPartIndex);
return SpawnEmitter(desc, anchor, rot, attachedObjectId, attachedPartIndex, renderPass);
}
public void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f)
{
// Full PhysicsScript dispatch is on hold until the DatReaderWriter
// library exposes ParticleEmitterInfo / PhysicsScript. For now,
// this is a no-op — callers use SpawnEmitter or the hook sink.
// Full PhysicsScript scheduling lives in PhysicsScriptRunner.
}
public void StopEmitter(int handle, bool fadeOut)
{
if (!_byHandle.TryGetValue(handle, out var em)) return;
if (!_byHandle.TryGetValue(handle, out var em))
return;
em.Finished = true;
// fadeOut=false would stop instantly; our renderer currently drops
// Finished emitters that have no living particles each tick.
if (!fadeOut)
{
for (int i = 0; i < em.Particles.Length; i++)
@ -105,259 +93,454 @@ public sealed class ParticleSystem : IParticleSystem
}
}
/// <summary>
/// Refresh an active emitter's world anchor + orientation. Required for
/// retail's <c>is_parent_local=1</c> (acdream's
/// <see cref="EmitterFlags.AttachLocal"/>) semantics: retail
/// <c>ParticleEmitter::UpdateParticles</c> at <c>0x0051d2d4</c> reads the
/// LIVE parent frame each tick when <c>is_parent_local != 0</c>. The
/// caller (typically a tick loop tracking a moving parent — the camera
/// for sky-PES, an entity for animation hooks) drives this every frame.
/// </summary>
public void UpdateEmitterAnchor(int handle, Vector3 anchor, Quaternion? rot = null)
{
if (!_byHandle.TryGetValue(handle, out var em))
return;
em.AnchorPos = anchor;
if (rot.HasValue)
em.AnchorRot = rot.Value;
}
/// <summary>True when the given handle still maps to a live emitter.</summary>
public bool IsEmitterAlive(int handle) => _byHandle.ContainsKey(handle);
/// <summary>
/// Fired exactly once per emitter when it is removed from the live set
/// (either because it finished naturally or was stopped without fade).
/// Subscribers (e.g. <see cref="ParticleHookSink"/>) use this to prune
/// per-entity handle tracking so the per-entity bag doesn't grow without
/// bound during a long session.
/// </summary>
public event Action<int>? EmitterDied;
public void Tick(float dt)
{
if (dt <= 0f) return;
if (dt <= 0f)
return;
_time += dt;
_activeParticleCount = 0;
// Iterate handles by a snapshot so StopEmitter-inside-emit is safe.
for (int i = 0; i < _handleOrder.Count; i++)
{
int handle = _handleOrder[i];
if (!_byHandle.TryGetValue(handle, out var em)) continue;
if (!_byHandle.TryGetValue(handle, out var em))
continue;
AdvanceEmitter(em, dt);
_activeParticleCount += CountAlive(em);
AdvanceEmitter(em);
int live = CountAlive(em);
em.ActiveCount = live;
_activeParticleCount += live;
bool durationDone = em.Desc.TotalDuration > 0f
&& (_time - em.StartedAt) > em.Desc.TotalDuration;
if (durationDone) em.Finished = true;
if (em.Desc.TotalDuration > 0f && (_time - em.StartedAt) > em.Desc.TotalDuration)
em.Finished = true;
// Drop emitter entirely when it has no live particles AND is
// marked finished (duration elapsed, StopEmitter, etc).
if (em.Finished && CountAlive(em) == 0)
if (em.Desc.TotalParticles > 0 && em.TotalEmitted >= em.Desc.TotalParticles)
em.Finished = true;
if (em.Finished && live == 0)
{
_byHandle.Remove(handle);
_handleOrder.RemoveAt(i);
i--;
EmitterDied?.Invoke(handle);
}
}
}
/// <summary>
/// Enumerate every live particle with its emitter description for
/// the renderer. Yields (emitter, particleIndex) so the caller can
/// read <c>em.Particles[idx]</c> directly.
/// </summary>
public IEnumerable<(ParticleEmitter Emitter, int Index)> EnumerateLive()
{
foreach (var handle in _handleOrder)
{
if (!_byHandle.TryGetValue(handle, out var em)) continue;
if (!_byHandle.TryGetValue(handle, out var em))
continue;
for (int i = 0; i < em.Particles.Length; i++)
{
if (em.Particles[i].Alive) yield return (em, i);
if (em.Particles[i].Alive)
yield return (em, i);
}
}
}
// ── Private: emission + integration ──────────────────────────────────────
private void AdvanceEmitter(ParticleEmitter em, float dt)
private void AdvanceEmitter(ParticleEmitter em)
{
if (!em.Finished && em.Desc.EmitRate > 0f)
{
em.EmittedAccumulator += dt * em.Desc.EmitRate;
while (em.EmittedAccumulator >= 1.0f)
{
em.EmittedAccumulator -= 1.0f;
SpawnOne(em);
}
}
// Update every particle slot.
for (int i = 0; i < em.Particles.Length; i++)
{
ref var p = ref em.Particles[i];
if (!p.Alive) continue;
if (!p.Alive)
continue;
p.Age += dt;
if (p.Age >= p.Lifetime)
p.Age = _time - p.SpawnedAt;
if (p.Lifetime <= 0f || p.Age >= p.Lifetime)
{
p.Alive = false;
continue;
}
Integrate(ref p, em, dt);
p.Position = ComputePosition(em, p);
float tLife = Math.Clamp(p.Age / p.Lifetime, 0f, 1f);
p.Size = Lerp(em.Desc.StartSize, em.Desc.EndSize, tLife);
float alpha = Lerp(em.Desc.StartAlpha, em.Desc.EndAlpha, tLife);
p.Size = Lerp(p.StartSize, p.EndSize, tLife);
p.Rotation = Lerp(em.Desc.StartRotation, em.Desc.EndRotation, tLife);
float alpha = Lerp(p.StartAlpha, p.EndAlpha, tLife);
p.ColorArgb = Color32(alpha, em.Desc.StartColorArgb, em.Desc.EndColorArgb, tLife);
}
if (em.Finished || _time < em.StartedAt + em.Desc.StartDelay)
return;
while (ShouldEmitParticle(em))
{
if (!SpawnOne(em, allowWhenFull: false))
break;
}
if (em.Desc.Birthrate <= 0f && em.Desc.EmitRate > 0f)
{
float dt = _time - em.LastEmitTime;
em.EmittedAccumulator += dt * em.Desc.EmitRate;
em.LastEmitTime = _time;
while (em.EmittedAccumulator >= 1f)
{
em.EmittedAccumulator -= 1f;
if (!SpawnOne(em, allowWhenFull: false))
break;
}
}
}
private void SpawnOne(ParticleEmitter em)
private bool ShouldEmitParticle(ParticleEmitter em)
{
// Find a free slot; overwrite the oldest if pool is full.
int slot = -1;
for (int i = 0; i < em.Particles.Length; i++)
var desc = em.Desc;
if (desc.TotalParticles > 0 && em.TotalEmitted >= desc.TotalParticles)
return false;
if (CountAlive(em) >= desc.MaxParticles)
return false;
if (desc.Birthrate <= 0f)
return false;
return desc.EmitterKind switch
{
if (!em.Particles[i].Alive) { slot = i; break; }
}
ParticleEmitterKind.BirthratePerSec => (_time - em.LastEmitTime) > desc.Birthrate,
ParticleEmitterKind.BirthratePerMeter =>
Vector3.DistanceSquared(em.AnchorPos, em.LastEmitOffset) > desc.Birthrate * desc.Birthrate,
_ => false,
};
}
private bool SpawnOne(ParticleEmitter em, bool allowWhenFull)
{
int slot = FindFreeSlot(em);
if (slot < 0 && allowWhenFull)
slot = FindOldestSlot(em);
if (slot < 0)
{
// Pool saturated; overwrite the slot closest to dying (oldest
// by age / lifetime ratio). Matches retail's behaviour of
// recycling the expiring particle rather than dropping.
float best = -1f;
for (int i = 0; i < em.Particles.Length; i++)
{
ref var p = ref em.Particles[i];
float r = p.Lifetime > 0 ? p.Age / p.Lifetime : 1f;
if (r > best) { best = r; slot = i; }
}
if (slot < 0) return;
}
return false;
ref var particle = ref em.Particles[slot];
particle = default;
particle.Alive = true;
particle.Age = 0f;
particle.Lifetime = Lerp(em.Desc.LifetimeMin, em.Desc.LifetimeMax,
(float)_rng.NextDouble());
// Position = emitter anchor + random offset in a disk perpendicular
// to OffsetDir. This models the retail annulus.
Vector3 disk = RandomDiskVector(em.Desc.OffsetDir, em.Desc.MaxOffset);
particle.Position = em.AnchorPos + disk;
particle.SpawnedAt = _time;
particle.Lifetime = RandomLifespan(em.Desc);
particle.EmissionOrigin = em.AnchorPos;
particle.SpawnRotation = em.AnchorRot;
// Velocity = initial vector ± jitter in all three axes.
Vector3 v = em.Desc.InitialVelocity;
if (em.Desc.VelocityJitter > 0f)
Vector3 localOffset = RandomOffset(em.Desc);
Vector3 localA = RandomVector(em.Desc.A, em.Desc.MinA, em.Desc.MaxA);
Vector3 localB = RandomVector(em.Desc.B, em.Desc.MinB, em.Desc.MaxB);
Vector3 localC = RandomVector(em.Desc.C, em.Desc.MinC, em.Desc.MaxC);
if (localA == Vector3.Zero && em.Desc.InitialVelocity != Vector3.Zero)
{
v += new Vector3(
RandomCentered(em.Desc.VelocityJitter),
RandomCentered(em.Desc.VelocityJitter),
RandomCentered(em.Desc.VelocityJitter));
localA = em.Desc.InitialVelocity;
if (em.Desc.VelocityJitter > 0f)
{
localA += new Vector3(
RandomCentered(em.Desc.VelocityJitter),
RandomCentered(em.Desc.VelocityJitter),
RandomCentered(em.Desc.VelocityJitter));
}
}
particle.Velocity = v;
particle.Size = em.Desc.StartSize;
particle.Rotation = em.Desc.StartRotation;
particle.ColorArgb = em.Desc.StartColorArgb;
if (localB == Vector3.Zero && em.Desc.Gravity != Vector3.Zero)
localB = em.Desc.Gravity;
InitParticleVectors(em, ref particle, localOffset, localA, localB, localC);
particle.Velocity = particle.A;
particle.StartSize = RandomScale(em.Desc.StartSize, em.Desc.ScaleRand);
particle.EndSize = RandomScale(em.Desc.EndSize, em.Desc.ScaleRand);
particle.StartAlpha = RandomTrans(em.Desc.StartAlpha, em.Desc.TransRand);
particle.EndAlpha = RandomTrans(em.Desc.EndAlpha, em.Desc.TransRand);
particle.Size = particle.StartSize;
particle.ColorArgb = Color32(particle.StartAlpha, em.Desc.StartColorArgb, em.Desc.EndColorArgb, 0f);
particle.Position = ComputePosition(em, particle);
em.TotalEmitted++;
em.LastEmitTime = _time;
em.LastEmitOffset = em.AnchorPos;
return true;
}
// ── 13 retail motion integrators (r04 §3) ────────────────────────────────
private void Integrate(ref Particle p, ParticleEmitter em, float dt)
private Vector3 ComputePosition(ParticleEmitter em, Particle p)
{
float t = p.Age;
Vector3 origin = (em.Desc.Flags & EmitterFlags.AttachLocal) != 0
? em.AnchorPos
: p.EmissionOrigin;
Vector3 offset = p.Offset;
Vector3 a = p.A;
Vector3 b = p.B;
Vector3 c = p.C;
return em.Desc.Type switch
{
ParticleType.Still => origin + offset,
ParticleType.LocalVelocity or ParticleType.GlobalVelocity =>
origin + offset + t * a,
ParticleType.ParabolicLVGA or ParticleType.ParabolicLVLA or ParticleType.ParabolicGVGA =>
origin + offset + t * a + 0.5f * t * t * b,
ParticleType.ParabolicLVGAGR or ParticleType.ParabolicLVLALR or ParticleType.ParabolicGVGAGR =>
origin + offset + t * a + 0.5f * t * t * b,
ParticleType.Swarm =>
origin + offset + t * a + new Vector3(
MathF.Cos(t * b.X) * c.X,
MathF.Sin(t * b.Y) * c.Y,
MathF.Cos(t * b.Z) * c.Z),
ParticleType.Explode =>
origin + offset + new Vector3(
(t * b.X + c.X * a.X) * t,
(t * b.Y + c.Y * a.X) * t,
(t * b.Z + c.Z * a.X + a.Z) * t),
ParticleType.Implode =>
origin + offset + MathF.Cos(a.X * t) * c + t * t * b,
_ => origin + offset + t * a,
};
}
private void InitParticleVectors(
ParticleEmitter em,
ref Particle particle,
Vector3 localOffset,
Vector3 localA,
Vector3 localB,
Vector3 localC)
{
// Retail Particle::Init 0x0051c930 resolves local/global vector
// spaces once at spawn; Particle::Update 0x0051c290 then integrates
// those stored world-space coefficients each frame.
particle.Offset = ToSpawnWorld(em, localOffset);
particle.A = localA;
particle.B = localB;
particle.C = localC;
switch (em.Desc.Type)
{
case ParticleType.Still:
// No motion. Age + fade only.
break;
case ParticleType.LocalVelocity:
// Constant spawn velocity, no acceleration.
p.Position += p.Velocity * dt;
break;
case ParticleType.GlobalVelocity:
// Uses emitter's InitialVelocity (global/world-space);
// each particle keeps its own copy already (set at spawn),
// so behaves identically to LocalVelocity at runtime.
p.Position += p.Velocity * dt;
break;
case ParticleType.Parabolic:
case ParticleType.ParabolicLVGV:
case ParticleType.ParabolicLVGA:
particle.A = ToSpawnWorld(em, localA);
break;
case ParticleType.ParabolicLVLA:
case ParticleType.ParabolicGVGA:
case ParticleType.ParabolicGVLA:
case ParticleType.ParabolicLALV:
// Velocity decays with gravity; position integrates.
p.Velocity += em.Desc.Gravity * dt;
p.Position += p.Velocity * dt;
particle.A = ToSpawnWorld(em, localA);
particle.B = ToSpawnWorld(em, localB);
break;
case ParticleType.ParabolicLVGAGR:
particle.A = ToSpawnWorld(em, localA);
particle.C = localC;
break;
case ParticleType.Swarm:
// Orbital drift around anchor. Apply a tangential swirl.
{
Vector3 toCenter = em.AnchorPos - p.Position;
Vector3 axis = em.Desc.OffsetDir == Vector3.Zero ? Vector3.UnitZ : em.Desc.OffsetDir;
Vector3 tangent = Vector3.Normalize(Vector3.Cross(axis, toCenter));
p.Velocity = Vector3.Lerp(p.Velocity, tangent * em.Desc.InitialVelocity.Length(), dt * 4f);
p.Position += p.Velocity * dt;
}
particle.A = ToSpawnWorld(em, localA);
break;
case ParticleType.Explode:
// Push outward along (position - anchor).
{
Vector3 dir = p.Position - em.AnchorPos;
if (dir.LengthSquared() < 1e-6f) dir = Vector3.UnitZ;
else dir = Vector3.Normalize(dir);
p.Velocity = dir * em.Desc.InitialVelocity.Length();
p.Position += p.Velocity * dt;
}
particle.A = localA;
particle.B = localB;
particle.C = RandomExplodeDirection(localC);
break;
case ParticleType.Implode:
// Pull inward toward anchor.
{
Vector3 dir = em.AnchorPos - p.Position;
float dist = dir.Length();
if (dist < 0.01f) { p.Alive = false; break; }
dir /= dist;
p.Velocity = dir * em.Desc.InitialVelocity.Length();
p.Position += p.Velocity * dt;
}
particle.A = localA;
particle.B = localB;
particle.Offset = new Vector3(
particle.Offset.X * localC.X,
particle.Offset.Y * localC.Y,
particle.Offset.Z * localC.Z);
particle.C = particle.Offset;
break;
default:
p.Position += p.Velocity * dt;
case ParticleType.ParabolicLVLALR:
particle.A = ToSpawnWorld(em, localA);
particle.B = ToSpawnWorld(em, localB);
particle.C = ToSpawnWorld(em, localC);
break;
case ParticleType.ParabolicGVGAGR:
particle.C = localC;
break;
}
}
// ── Utility ──────────────────────────────────────────────────────────────
private static Vector3 ToSpawnWorld(ParticleEmitter em, Vector3 value)
=> em.AnchorRot == Quaternion.Identity ? value : Vector3.Transform(value, em.AnchorRot);
private Vector3 RandomExplodeDirection(Vector3 localC)
{
float yaw = RandomRange(-MathF.PI, MathF.PI);
float pitch = RandomRange(-MathF.PI, MathF.PI);
float cosPitch = MathF.Cos(pitch);
Vector3 c = new(
MathF.Cos(yaw) * localC.X * cosPitch,
MathF.Sin(yaw) * localC.Y * cosPitch,
MathF.Sin(pitch) * localC.Z);
return NormalizeCheckSmall(ref c) ? Vector3.Zero : c;
}
private int FindFreeSlot(ParticleEmitter em)
{
for (int i = 0; i < em.Particles.Length; i++)
{
if (!em.Particles[i].Alive)
return i;
}
return -1;
}
private static int FindOldestSlot(ParticleEmitter em)
{
int slot = -1;
float best = -1f;
for (int i = 0; i < em.Particles.Length; i++)
{
ref var p = ref em.Particles[i];
float r = p.Lifetime > 0f ? p.Age / p.Lifetime : 1f;
if (r > best)
{
best = r;
slot = i;
}
}
return slot;
}
private static int CountAlive(ParticleEmitter em)
{
int n = 0;
for (int i = 0; i < em.Particles.Length; i++)
if (em.Particles[i].Alive) n++;
{
if (em.Particles[i].Alive)
n++;
}
return n;
}
private float RandomLifespan(EmitterDesc desc)
{
float lifespan = desc.Lifespan > 0f ? desc.Lifespan : (desc.LifetimeMin + desc.LifetimeMax) * 0.5f;
float rand = desc.LifespanRand > 0f ? desc.LifespanRand : MathF.Abs(desc.LifetimeMax - desc.LifetimeMin) * 0.5f;
float value = lifespan + RandomCentered(rand);
if (value <= 0f && desc.LifetimeMax > 0f)
value = Lerp(desc.LifetimeMin, desc.LifetimeMax, (float)_rng.NextDouble());
return MathF.Max(0f, value);
}
private Vector3 RandomOffset(EmitterDesc desc)
{
float min = MathF.Min(desc.MinOffset, desc.MaxOffset);
float max = MathF.Max(desc.MinOffset, desc.MaxOffset);
if (max <= 0f)
return Vector3.Zero;
Vector3 axis = NormalizeOrZero(desc.OffsetDir);
Vector3 v = new(
RandomCentered(1f),
RandomCentered(1f),
RandomCentered(1f));
if (axis != Vector3.Zero)
v -= axis * Vector3.Dot(v, axis);
if (v.LengthSquared() < 1e-8f)
v = axis != Vector3.Zero ? Perpendicular(axis) : Vector3.UnitX;
else
v = Vector3.Normalize(v);
return v * Lerp(min, max, (float)_rng.NextDouble());
}
private Vector3 RandomVector(Vector3 direction, float min, float max)
{
if (direction == Vector3.Zero)
return Vector3.Zero;
if (max < min)
(min, max) = (max, min);
return direction * Lerp(min, max, (float)_rng.NextDouble());
}
private float RandomScale(float baseValue, float rand)
=> Math.Clamp(baseValue + RandomCentered(rand), 0.1f, 10f);
private float RandomTrans(float baseValue, float rand)
=> Math.Clamp(baseValue + RandomCentered(rand), 0f, 1f);
private float RandomCentered(float halfWidth)
=> ((float)_rng.NextDouble() - 0.5f) * 2f * halfWidth;
private float RandomRange(float min, float max)
=> Lerp(min, max, (float)_rng.NextDouble());
private static float Lerp(float a, float b, float t) => a + (b - a) * t;
private static Vector3 NormalizeOrZero(Vector3 v)
=> v.LengthSquared() > 1e-8f ? Vector3.Normalize(v) : Vector3.Zero;
private static bool NormalizeCheckSmall(ref Vector3 v)
{
float length = v.Length();
if (length < 1e-8f)
return true;
v /= length;
return false;
}
private static Vector3 Perpendicular(Vector3 v)
{
Vector3 basis = MathF.Abs(v.X) < 0.9f ? Vector3.UnitX : Vector3.UnitY;
return Vector3.Normalize(Vector3.Cross(v, basis));
}
private static uint Color32(float alpha, uint startArgb, uint endArgb, float t)
{
// Blend RGB channels linearly; apply alpha override from fade.
byte sa = (byte)((startArgb >> 24) & 0xFF);
byte sr = (byte)((startArgb >> 16) & 0xFF);
byte sg = (byte)((startArgb >> 8) & 0xFF);
byte sb = (byte)( startArgb & 0xFF);
byte ea = (byte)((endArgb >> 24) & 0xFF);
byte sg = (byte)((startArgb >> 8) & 0xFF);
byte sb = (byte)(startArgb & 0xFF);
byte er = (byte)((endArgb >> 16) & 0xFF);
byte eg = (byte)((endArgb >> 8) & 0xFF);
byte eb = (byte)( endArgb & 0xFF);
byte eg = (byte)((endArgb >> 8) & 0xFF);
byte eb = (byte)(endArgb & 0xFF);
byte r = (byte)Math.Clamp(sr + (er - sr) * t, 0f, 255f);
byte g = (byte)Math.Clamp(sg + (eg - sg) * t, 0f, 255f);
byte b = (byte)Math.Clamp(sb + (eb - sb) * t, 0f, 255f);
byte a = (byte)Math.Clamp(alpha * 255f, 0f, 255f);
return ((uint)a << 24) | ((uint)r << 16) | ((uint)g << 8) | b;
}
private Vector3 RandomDiskVector(Vector3 axis, float maxRadius)
{
if (maxRadius <= 0f) return Vector3.Zero;
// Two perpendicular vectors to axis.
Vector3 n = Vector3.Normalize(axis == Vector3.Zero ? Vector3.UnitZ : axis);
Vector3 t1 = Math.Abs(n.X) < 0.9f
? Vector3.Normalize(Vector3.Cross(n, Vector3.UnitX))
: Vector3.Normalize(Vector3.Cross(n, Vector3.UnitY));
Vector3 t2 = Vector3.Normalize(Vector3.Cross(n, t1));
float theta = (float)(_rng.NextDouble() * Math.PI * 2.0);
float r = maxRadius * MathF.Sqrt((float)_rng.NextDouble());
return (t1 * MathF.Cos(theta) + t2 * MathF.Sin(theta)) * r;
}
private float RandomCentered(float halfWidth)
{
return ((float)_rng.NextDouble() - 0.5f) * 2f * halfWidth;
}
}

View file

@ -139,15 +139,7 @@ public sealed class PhysicsScriptRunner
_active.RemoveAt(i);
}
_active.Add(new ActiveScript
{
Script = script,
ScriptId = scriptId,
EntityId = entityId,
AnchorWorld = anchorWorldPos,
StartTimeAbs = _now,
NextHookIndex = 0,
});
AddActiveScript(script, scriptId, entityId, anchorWorldPos, delaySeconds: 0);
if (DiagEnabled)
{
@ -159,6 +151,24 @@ public sealed class PhysicsScriptRunner
return true;
}
private void AddActiveScript(
DatPhysicsScript script,
uint scriptId,
uint entityId,
Vector3 anchorWorldPos,
float delaySeconds)
{
_active.Add(new ActiveScript
{
Script = script,
ScriptId = scriptId,
EntityId = entityId,
AnchorWorld = anchorWorldPos,
StartTimeAbs = _now + Math.Max(0f, delaySeconds),
NextHookIndex = 0,
});
}
/// <summary>
/// Advance every active script by <paramref name="dtSeconds"/>.
/// Fires each hook whose <see cref="PhysicsScriptData.StartTime"/>
@ -233,18 +243,18 @@ public sealed class PhysicsScriptRunner
if (hook is CallPESHook call)
{
// CallPESHook.PES = sub-script id; Pause = delay before the
// sub-script starts (retail's ScriptManager links it into
// the list with StartTime = now + Pause). For our flat-list
// design we just recurse Play() — the sub-script schedules
// its own hooks from its own time zero. If Pause > 0 we
// delay by baking it into the sub-script's StartTimeAbs.
Play(call.PES, a.EntityId, a.AnchorWorld);
if (call.Pause > 0f && _active.Count > 0)
// sub-script starts. Retail links it into the active script
// list with StartTime = now + Pause; our flat list preserves
// that timing without replacing the currently running script.
var subScript = ResolveScript(call.PES);
if (subScript is null || subScript.ScriptData.Count == 0)
{
var sub = _active[^1];
sub.StartTimeAbs = _now + call.Pause;
_active[^1] = sub;
if (DiagEnabled)
Console.WriteLine($"[pes] CallPES: script 0x{call.PES:X8} not found / empty");
return;
}
AddActiveScript(subScript, call.PES, a.EntityId, a.AnchorWorld, call.Pause);
return;
}

View file

@ -4,90 +4,123 @@ using System.Numerics;
namespace AcDream.Core.Vfx;
// ─────────────────────────────────────────────────────────────────────
// Scaffold for R4 — VFX / particle system data model.
// Full research: docs/research/deepdives/r04-vfx-particles.md
// Runtime GPU batching lives in AcDream.App/Rendering/Vfx (Silk.NET GL).
// ─────────────────────────────────────────────────────────────────────
/// <summary>
/// 13 retail particle motion integrators. See r04 §1.
/// Parabolic variants apply gravity with different orientation/decay rules.
/// Retail particle motion integrators from <c>ParticleType</c> in
/// <c>acclient.h</c>. Values are the retail dat values.
/// </summary>
public enum ParticleType
{
Still = 0, // static, fades out in place
LocalVelocity = 1, // moves at its spawn velocity
Parabolic = 2, // gravity arc
ParabolicLVGV = 3, // local+global velocity parabolic
ParabolicLVGA = 4,
ParabolicLVLA = 5,
ParabolicGVGA = 6,
ParabolicGVLA = 7,
ParabolicLALV = 8,
Swarm = 9, // orbits spawn point with randomness
Explode = 10, // all particles push outward
Implode = 11, // all particles pull inward
GlobalVelocity = 12,
Unknown = 0,
Still = 1,
LocalVelocity = 2,
ParabolicLVGA = 3,
ParabolicLVGAGR = 4,
Swarm = 5,
Explode = 6,
Implode = 7,
ParabolicLVLA = 8,
ParabolicLVLALR = 9,
ParabolicGVGA = 10,
ParabolicGVGAGR = 11,
GlobalVelocity = 12,
NumParticleType = 13,
}
/// <summary>
/// Retail <c>EmitterType</c> from <c>acclient.h</c>.
/// </summary>
public enum ParticleEmitterKind
{
Unknown = 0,
BirthratePerSec = 1,
BirthratePerMeter = 2,
}
/// <summary>
/// Render stage for an active particle emitter.
/// </summary>
public enum ParticleRenderPass
{
Scene = 0,
SkyPreScene = 1,
SkyPostScene = 2,
}
[Flags]
public enum EmitterFlags : uint
{
None = 0,
Additive = 0x01, // blend mode: SrcAlpha / One (vs default SrcAlpha / InvSrcAlpha)
Billboard = 0x02,
None = 0,
Additive = 0x01,
Billboard = 0x02,
FaceCamera = 0x04,
AttachLocal= 0x08, // particles follow parent anchor frame
AttachLocal = 0x08,
}
/// <summary>
/// Per-emitter configuration from the <c>ParticleEmitterInfo</c> dat.
/// See r04 §1 + DatReaderWriter.ParticleEmitterInfo.
/// Per-emitter configuration from the retail <c>ParticleEmitterInfo</c>
/// dat object.
/// </summary>
public sealed class EmitterDesc
{
public uint DatId { get; init; }
public ParticleType Type { get; init; }
public EmitterFlags Flags { get; init; }
public uint TextureSurfaceId { get; init; } // 0x06xxxxxx
public uint SoundOnSpawn { get; init; }
public uint DatId { get; init; }
public ParticleType Type { get; init; }
public ParticleEmitterKind EmitterKind { get; init; } = ParticleEmitterKind.BirthratePerSec;
public EmitterFlags Flags { get; init; }
public uint TextureSurfaceId { get; init; }
public uint GfxObjId { get; init; }
public uint HwGfxObjId { get; init; }
public uint SoundOnSpawn { get; init; }
// Emission behavior
public float EmitRate { get; init; } // particles / sec
public int MaxParticles { get; init; }
public float LifetimeMin { get; init; }
public float LifetimeMax { get; init; }
public float StartDelay { get; init; }
public float TotalDuration { get; init; } // 0 = infinite
// Emission behavior.
public float Birthrate { get; init; }
public float EmitRate { get; init; }
public int MaxParticles { get; init; }
public int InitialParticles { get; init; }
public int TotalParticles { get; init; }
public float LifetimeMin { get; init; }
public float LifetimeMax { get; init; }
public float Lifespan { get; init; }
public float LifespanRand { get; init; }
public float StartDelay { get; init; }
public float TotalDuration { get; init; }
// Spawn geometry (disk annulus perpendicular to OffsetDir)
public Vector3 OffsetDir { get; init; } = new(0, 0, 1);
public float MinOffset { get; init; }
public float MaxOffset { get; init; }
public float SpawnDiskRadius { get; init; }
// Spawn geometry.
public Vector3 OffsetDir { get; init; } = new(0, 0, 1);
public float MinOffset { get; init; }
public float MaxOffset { get; init; }
public float SpawnDiskRadius { get; init; }
// Initial kinematics
public Vector3 InitialVelocity { get; init; }
public float VelocityJitter { get; init; }
public Vector3 Gravity { get; init; } = new(0, 0, -9.8f);
// Kinematics. A/B/C are the retail vector coefficients.
public Vector3 InitialVelocity { get; init; }
public float VelocityJitter { get; init; }
public Vector3 Gravity { get; init; } = new(0, 0, -9.8f);
public Vector3 A { get; init; }
public float MinA { get; init; } = 1f;
public float MaxA { get; init; } = 1f;
public Vector3 B { get; init; }
public float MinB { get; init; } = 1f;
public float MaxB { get; init; } = 1f;
public Vector3 C { get; init; }
public float MinC { get; init; } = 1f;
public float MaxC { get; init; } = 1f;
// Appearance over lifetime (retail: start + end, linearly interpolated)
public uint StartColorArgb { get; init; } = 0xFFFFFFFF;
public uint EndColorArgb { get; init; } = 0xFFFFFFFF;
public float StartAlpha { get; init; } = 1f;
public float EndAlpha { get; init; } = 0f;
public float StartSize { get; init; } = 0.5f;
public float EndSize { get; init; } = 0.5f;
public float StartRotation { get; init; }
public float EndRotation { get; init; }
// Appearance over lifetime.
public uint StartColorArgb { get; init; } = 0xFFFFFFFF;
public uint EndColorArgb { get; init; } = 0xFFFFFFFF;
public float StartAlpha { get; init; } = 1f;
public float EndAlpha { get; init; } = 0f;
public float StartSize { get; init; } = 0.5f;
public float EndSize { get; init; } = 0.5f;
public float ScaleRand { get; init; }
public float TransRand { get; init; }
public float StartRotation { get; init; }
public float EndRotation { get; init; }
}
/// <summary>
/// A PhysicsScript (0x3Axxxxxx range in retail) is a list of hooks to
/// fire at specific start-times. Each hook creates an emitter or plays
/// a sound. Chaining hooks at different times gives "animation".
/// See r04 §6.
/// </summary>
public sealed class PhysicsScript
{
@ -98,34 +131,43 @@ public sealed class PhysicsScript
public sealed record PhysicsScriptHook(
float StartTime,
PhysicsScriptHookType Type,
uint RefDataId, // EmitterInfo / Sound / PartTransform
int PartIndex, // attach to this part
uint RefDataId,
int PartIndex,
Vector3 Offset,
bool IsParentLocal);
public enum PhysicsScriptHookType
{
CreateParticle = 18, // matches retail animation-hook type
DestroyParticle= 19,
PlaySound = 1,
AnimationDone = 2,
CreateParticle = 18,
DestroyParticle = 19,
PlaySound = 1,
AnimationDone = 2,
}
/// <summary>
/// Individual runtime particle. Owned by the <c>ParticleSystem</c>;
/// advanced per-frame.
/// Individual runtime particle. Owned by the <c>ParticleSystem</c>.
/// </summary>
public struct Particle
{
public Vector3 Position;
public Vector3 Velocity;
public float SpawnedAt;
public float Lifetime; // seconds
public float Age;
public uint ColorArgb; // current
public float Size;
public float Rotation;
public bool Alive;
public Vector3 EmissionOrigin;
public Quaternion SpawnRotation;
public Vector3 Position;
public Vector3 Velocity;
public Vector3 Offset;
public Vector3 A;
public Vector3 B;
public Vector3 C;
public float SpawnedAt;
public float Lifetime;
public float Age;
public float StartSize;
public float EndSize;
public float StartAlpha;
public float EndAlpha;
public uint ColorArgb;
public float Size;
public float Rotation;
public bool Alive;
}
/// <summary>
@ -134,16 +176,20 @@ public struct Particle
/// </summary>
public sealed class ParticleEmitter
{
public EmitterDesc Desc { get; init; } = null!;
public Vector3 AnchorPos { get; set; }
public Quaternion AnchorRot { get; set; } = Quaternion.Identity;
public uint AttachedObjectId { get; set; } // 0 = world-space only
public int AttachedPartIndex { get; set; } = -1;
public Particle[] Particles { get; init; } = null!;
public int ActiveCount;
public float EmittedAccumulator; // fractional particles pending
public float StartedAt; // game-time seconds
public bool Finished;
public EmitterDesc Desc { get; init; } = null!;
public Vector3 AnchorPos { get; set; }
public Quaternion AnchorRot { get; set; } = Quaternion.Identity;
public uint AttachedObjectId { get; set; }
public int AttachedPartIndex { get; set; } = -1;
public Particle[] Particles { get; init; } = null!;
public ParticleRenderPass RenderPass { get; init; }
public int ActiveCount;
public float EmittedAccumulator;
public float StartedAt;
public float LastEmitTime;
public Vector3 LastEmitOffset;
public int TotalEmitted;
public bool Finished;
}
/// <summary>
@ -151,20 +197,25 @@ public sealed class ParticleEmitter
/// </summary>
public interface IParticleSystem
{
/// <summary>Spawn an emitter attached to a world position (or entity).</summary>
int SpawnEmitter(EmitterDesc desc, Vector3 anchor, Quaternion? rot = null,
uint attachedObjectId = 0, int attachedPartIndex = -1);
/// <summary>Spawn an emitter attached to a world position or entity.</summary>
int SpawnEmitter(
EmitterDesc desc,
Vector3 anchor,
Quaternion? rot = null,
uint attachedObjectId = 0,
int attachedPartIndex = -1,
ParticleRenderPass renderPass = ParticleRenderPass.Scene);
/// <summary>Fire a full PhysicsScript at a target (the retail PlayScript dispatch).</summary>
/// <summary>Fire a full PhysicsScript at a target.</summary>
void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f);
/// <summary>Advance all active emitters by dt seconds.</summary>
void Tick(float dt);
/// <summary>Stop an emitter early (e.g. cast interrupted).</summary>
/// <summary>Stop an emitter early.</summary>
void StopEmitter(int handle, bool fadeOut);
/// <summary>Current active particle count (for HUD stats).</summary>
/// <summary>Current active particle count.</summary>
int ActiveParticleCount { get; }
int ActiveEmitterCount { get; }
int ActiveEmitterCount { get; }
}

View file

@ -34,6 +34,7 @@ public sealed class SkyObjectData
public float TexVelocityX;
public float TexVelocityY;
public uint GfxObjId;
public uint PesObjectId;
public uint Properties;
/// <summary>
@ -531,6 +532,7 @@ public static class SkyDescLoader
TexVelocityX = s.TexVelocityX,
TexVelocityY = s.TexVelocityY,
GfxObjId = s.DefaultGfxObjectId?.DataId ?? 0u,
PesObjectId = s.DefaultPesObjectId?.DataId ?? 0u,
Properties = s.Properties,
};

View file

@ -4,15 +4,12 @@ using DatReaderWriter.Enums;
namespace AcDream.Core.Tests.Meshing;
/// <summary>
/// Verifies that <see cref="TranslucencyKindExtensions.FromSurfaceType"/> maps
/// SurfaceType flag combinations to the correct <see cref="TranslucencyKind"/>
/// according to the documented priority order:
/// Additive &gt; InvAlpha &gt; AlphaBlend (Alpha|Translucent) &gt; ClipMap &gt; Opaque
/// Verifies the retail surface-state mapping used by the GL render split.
/// Priority order is:
/// Translucent+ClipMap override, Additive, InvAlpha, AlphaBlend, ClipMap, Opaque.
/// </summary>
public class TranslucencyKindTests
{
// ── Opaque cases ────────────────────────────────────────────────────────
[Fact]
public void Opaque_FromZeroFlags_ReturnsOpaque()
=> Assert.Equal(TranslucencyKind.Opaque, TranslucencyKindExtensions.FromSurfaceType((SurfaceType)0));
@ -25,8 +22,6 @@ public class TranslucencyKindTests
public void Opaque_FromBase1ImageFlag_ReturnsOpaque()
=> Assert.Equal(TranslucencyKind.Opaque, TranslucencyKindExtensions.FromSurfaceType(SurfaceType.Base1Image));
// ── ClipMap cases ───────────────────────────────────────────────────────
[Fact]
public void ClipMap_FromBase1ClipMapFlag_ReturnsClipMap()
=> Assert.Equal(TranslucencyKind.ClipMap, TranslucencyKindExtensions.FromSurfaceType(SurfaceType.Base1ClipMap));
@ -36,8 +31,6 @@ public class TranslucencyKindTests
=> Assert.Equal(TranslucencyKind.ClipMap,
TranslucencyKindExtensions.FromSurfaceType(SurfaceType.Base1ClipMap | SurfaceType.Gouraud));
// ── AlphaBlend cases ────────────────────────────────────────────────────
[Fact]
public void AlphaBlend_FromAlphaFlag_ReturnsAlphaBlend()
=> Assert.Equal(TranslucencyKind.AlphaBlend, TranslucencyKindExtensions.FromSurfaceType(SurfaceType.Alpha));
@ -56,7 +49,14 @@ public class TranslucencyKindTests
=> Assert.Equal(TranslucencyKind.AlphaBlend,
TranslucencyKindExtensions.FromSurfaceType(SurfaceType.Alpha | SurfaceType.Base1ClipMap));
// ── InvAlpha cases ──────────────────────────────────────────────────────
[Fact]
public void AlphaBlend_TranslucentClipMapAdditiveCloud_ReturnsAlphaBlend()
=> Assert.Equal(TranslucencyKind.AlphaBlend,
TranslucencyKindExtensions.FromSurfaceType(
SurfaceType.Base1ClipMap
| SurfaceType.Translucent
| SurfaceType.Alpha
| SurfaceType.Additive));
[Fact]
public void InvAlpha_FromInvAlphaFlag_ReturnsInvAlpha()
@ -67,15 +67,40 @@ public class TranslucencyKindTests
=> Assert.Equal(TranslucencyKind.InvAlpha,
TranslucencyKindExtensions.FromSurfaceType(SurfaceType.InvAlpha | SurfaceType.Alpha));
// ── Additive cases ──────────────────────────────────────────────────────
[Fact]
public void Additive_FromAdditiveFlag_ReturnsAdditive()
=> Assert.Equal(TranslucencyKind.Additive, TranslucencyKindExtensions.FromSurfaceType(SurfaceType.Additive));
[Fact]
public void Additive_AdditiveBeatsAllOther()
public void Additive_AdditiveBeatsNonTranslucentBlendFlags()
=> Assert.Equal(TranslucencyKind.Additive,
TranslucencyKindExtensions.FromSurfaceType(
SurfaceType.Additive | SurfaceType.InvAlpha | SurfaceType.Alpha | SurfaceType.Base1ClipMap));
[Fact]
public void OpacityFromSurfaceTranslucency_NonTranslucentIgnoresRawValue()
{
Assert.Equal(1f, TranslucencyKindExtensions.OpacityFromSurfaceTranslucency(SurfaceType.Base1Image, 0f));
Assert.Equal(1f, TranslucencyKindExtensions.OpacityFromSurfaceTranslucency(SurfaceType.Base1Image, 0.75f));
}
[Fact]
public void OpacityFromSurfaceTranslucency_TranslucentInvertsAndClamps()
{
Assert.Equal(1f, TranslucencyKindExtensions.OpacityFromSurfaceTranslucency(SurfaceType.Translucent, -0.25f));
Assert.Equal(0.75f, TranslucencyKindExtensions.OpacityFromSurfaceTranslucency(SurfaceType.Translucent, 0.25f));
Assert.Equal(0f, TranslucencyKindExtensions.OpacityFromSurfaceTranslucency(SurfaceType.Translucent, 1.25f));
}
[Fact]
public void DisablesFixedFunctionFog_RawAdditiveEvenWhenBlendForcedToAlpha()
{
var cloud = SurfaceType.Base1ClipMap
| SurfaceType.Translucent
| SurfaceType.Alpha
| SurfaceType.Additive;
Assert.Equal(TranslucencyKind.AlphaBlend, TranslucencyKindExtensions.FromSurfaceType(cloud));
Assert.True(TranslucencyKindExtensions.DisablesFixedFunctionFog(cloud));
}
}

View file

@ -0,0 +1,95 @@
using System.Numerics;
using AcDream.Core.Vfx;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.Core.Tests.Vfx;
public sealed class ParticleHookSinkTests
{
private static EmitterDesc MakeDesc(uint id, bool attachLocal, int totalParticles = 0)
{
return new EmitterDesc
{
DatId = id,
Type = ParticleType.Still,
Flags = EmitterFlags.Billboard | (attachLocal ? EmitterFlags.AttachLocal : 0),
EmitterKind = ParticleEmitterKind.BirthratePerSec,
MaxParticles = 4,
InitialParticles = 1,
TotalParticles = totalParticles,
LifetimeMin = 0.05f, LifetimeMax = 0.05f, Lifespan = 0.05f,
StartSize = 1f, EndSize = 1f,
StartAlpha = 1f, EndAlpha = 1f,
Birthrate = 1000f, // effectively never re-emit
};
}
[Fact]
public void UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor()
{
var registry = new EmitterDescRegistry();
registry.Register(MakeDesc(0x32000010u, attachLocal: true));
var sys = new ParticleSystem(registry, new System.Random(42));
var sink = new ParticleHookSink(sys);
var hook = new CreateParticleHook
{
EmitterInfoId = 0x32000010u,
EmitterId = 0,
PartIndex = 0,
Offset = new Frame(),
};
// First spawn at world origin.
sink.OnHook(entityId: 0xCAFEu, entityWorldPosition: Vector3.Zero, hook);
sys.Tick(0.01f);
var live1 = System.Linq.Enumerable.Single(sys.EnumerateLive());
Assert.Equal(Vector3.Zero, live1.Emitter.Particles[live1.Index].Position);
// Move the parent to (5, 7, 0) — UpdateEntityAnchor must propagate.
sink.UpdateEntityAnchor(0xCAFEu, new Vector3(5, 7, 0), Quaternion.Identity);
sys.Tick(0.01f);
var live2 = System.Linq.Enumerable.Single(sys.EnumerateLive());
Assert.Equal(new Vector3(5, 7, 0), live2.Emitter.Particles[live2.Index].Position);
}
[Fact]
public void EmitterDied_PrunesPerEntityHandleTracking()
{
// M4: ConcurrentBag<int> couldn't drop entries when a particle
// emitter expired naturally, so per-entity tracking grew without
// bound. The sink now subscribes to ParticleSystem.EmitterDied
// and prunes both the (entity,key) map and the per-entity set.
var registry = new EmitterDescRegistry();
registry.Register(MakeDesc(0x32000020u, attachLocal: false, totalParticles: 1));
var sys = new ParticleSystem(registry, new System.Random(42));
var sink = new ParticleHookSink(sys);
var hook = new CreateParticleHook
{
EmitterInfoId = 0x32000020u,
EmitterId = 0xABCDu, // logical key
PartIndex = 0,
Offset = new Frame(),
};
sink.OnHook(0xCAFEu, Vector3.Zero, hook);
Assert.Equal(1, sys.ActiveEmitterCount);
// TotalParticles=1 cap hit immediately by the InitialParticles spawn,
// so the emitter Finishes once its single particle expires (0.05s
// lifetime). After this, EmitterDied has fired and tracking is pruned.
for (int i = 0; i < 5; i++) sys.Tick(0.05f);
Assert.Equal(0, sys.ActiveEmitterCount);
// A fresh spawn for the same (entity, key) succeeds and is the only
// live emitter — i.e., the previous handle was pruned cleanly.
sink.OnHook(0xCAFEu, Vector3.Zero, hook);
Assert.Equal(1, sys.ActiveEmitterCount);
sink.StopAllForEntity(0xCAFEu, fadeOut: false);
sys.Tick(0.01f);
Assert.Equal(0, sys.ActiveEmitterCount);
}
}

View file

@ -34,6 +34,43 @@ public sealed class ParticleSystemTests
};
}
private static EmitterDesc MakeInitialParticleDesc(
ParticleType type,
Vector3 a,
Vector3 b,
Vector3 c)
{
return new EmitterDesc
{
DatId = 0x3200AA01u,
Type = type,
MaxParticles = 1,
InitialParticles = 1,
LifetimeMin = 10f,
LifetimeMax = 10f,
Lifespan = 10f,
LifespanRand = 0f,
OffsetDir = Vector3.UnitZ,
MinOffset = 0f,
MaxOffset = 0f,
InitialVelocity = Vector3.Zero,
Gravity = Vector3.Zero,
A = a,
MinA = 1f,
MaxA = 1f,
B = b,
MinB = 1f,
MaxB = 1f,
C = c,
MinC = 1f,
MaxC = 1f,
StartSize = 0.5f,
EndSize = 0.5f,
StartAlpha = 1f,
EndAlpha = 1f,
};
}
[Fact]
public void SpawnEmitter_ReturnsPositiveHandle_AndTracksEmitter()
{
@ -60,7 +97,7 @@ public sealed class ParticleSystemTests
public void Tick_ParticlesDieAtLifetime()
{
var sys = MakeSystem();
sys.SpawnEmitter(MakeDesc(emitRate: 20f, lifetime: 0.5f, maxParticles: 100), Vector3.Zero);
int handle = sys.SpawnEmitter(MakeDesc(emitRate: 20f, lifetime: 0.5f, maxParticles: 100), Vector3.Zero);
// Use many short ticks so we can observe the death curve.
// At 20/sec with 0.5s lifetime and a stable emission pool, the
@ -69,11 +106,10 @@ public sealed class ParticleSystemTests
int steadyState = sys.ActiveParticleCount;
Assert.InRange(steadyState, 7, 13);
// Now advance further with no spawns (stop emitter); all should die.
sys.SpawnEmitter(MakeDesc(emitRate: 0f, maxParticles: 1), Vector3.Zero); // noop
// Continue time; particles age past lifetime.
// Now advance further with no new spawns; all should die.
sys.StopEmitter(handle, fadeOut: true);
for (int i = 0; i < 30; i++) sys.Tick(0.05f); // 1.5s more than lifetime
Assert.True(sys.ActiveParticleCount <= steadyState);
Assert.Equal(0, sys.ActiveParticleCount);
}
[Fact]
@ -100,7 +136,7 @@ public sealed class ParticleSystemTests
var desc = new EmitterDesc
{
DatId = 0x32000002u,
Type = ParticleType.Parabolic,
Type = ParticleType.ParabolicLVGA,
EmitRate = 10f,
MaxParticles = 100,
LifetimeMin = 2f, LifetimeMax = 2f,
@ -192,7 +228,7 @@ public sealed class ParticleSystemTests
}
[Fact]
public void MaxParticles_CapEnforced_OverwriteOldest()
public void MaxParticles_CapEnforced()
{
var sys = MakeSystem();
// Low cap, high rate, long life → rapidly hit cap.
@ -219,4 +255,239 @@ public sealed class ParticleSystemTests
reg.Register(desc);
Assert.Same(desc, reg.Get(0x32001234u));
}
[Fact]
public void LocalVelocity_TransformsABySpawnRotation()
{
var sys = MakeSystem();
var desc = MakeInitialParticleDesc(
ParticleType.LocalVelocity,
Vector3.UnitX,
Vector3.Zero,
Vector3.Zero);
sys.SpawnEmitter(desc, Vector3.Zero, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f));
sys.Tick(1f);
var live = sys.EnumerateLive().Single();
var pos = live.Emitter.Particles[live.Index].Position;
Assert.InRange(pos.X, -0.0001f, 0.0001f);
Assert.InRange(pos.Y, 0.9999f, 1.0001f);
}
[Fact]
public void GlobalVelocity_DoesNotTransformABySpawnRotation()
{
var sys = MakeSystem();
var desc = MakeInitialParticleDesc(
ParticleType.GlobalVelocity,
Vector3.UnitX,
Vector3.Zero,
Vector3.Zero);
sys.SpawnEmitter(desc, Vector3.Zero, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f));
sys.Tick(1f);
var live = sys.EnumerateLive().Single();
var pos = live.Emitter.Particles[live.Index].Position;
Assert.InRange(pos.X, 0.9999f, 1.0001f);
Assert.InRange(pos.Y, -0.0001f, 0.0001f);
}
[Fact]
public void ParabolicLVLA_TransformsLocalAcceleration()
{
var sys = MakeSystem();
var desc = MakeInitialParticleDesc(
ParticleType.ParabolicLVLA,
Vector3.Zero,
Vector3.UnitX,
Vector3.Zero);
sys.SpawnEmitter(desc, Vector3.Zero, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f));
sys.Tick(1f);
var live = sys.EnumerateLive().Single();
var pos = live.Emitter.Particles[live.Index].Position;
Assert.InRange(pos.X, -0.0001f, 0.0001f);
Assert.InRange(pos.Y, 0.4999f, 0.5001f);
}
[Fact]
public void ParabolicLVGA_KeepsGlobalAcceleration()
{
var sys = MakeSystem();
var desc = MakeInitialParticleDesc(
ParticleType.ParabolicLVGA,
Vector3.Zero,
Vector3.UnitX,
Vector3.Zero);
sys.SpawnEmitter(desc, Vector3.Zero, Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI * 0.5f));
sys.Tick(1f);
var live = sys.EnumerateLive().Single();
var pos = live.Emitter.Particles[live.Index].Position;
Assert.InRange(pos.X, 0.4999f, 0.5001f);
Assert.InRange(pos.Y, -0.0001f, 0.0001f);
}
[Fact]
public void EmitterDescRegistry_FromDat_PreservesRetailEnumValuesAndRates()
{
var dat = new DatReaderWriter.DBObjs.ParticleEmitter
{
EmitterType = DatReaderWriter.Enums.EmitterType.BirthratePerSec,
ParticleType = DatReaderWriter.Enums.ParticleType.Swarm,
GfxObjId = 0x01000001u,
HwGfxObjId = 0x01000002u,
Birthrate = 0.25,
MaxParticles = 17,
InitialParticles = 3,
TotalParticles = 9,
TotalSeconds = 4,
Lifespan = 2,
LifespanRand = 0.5,
A = new Vector3(1, 0, 0),
MinA = 0.5f,
MaxA = 2f,
StartScale = 0.2f,
FinalScale = 0.8f,
StartTrans = 1f,
FinalTrans = 0f,
IsParentLocal = true,
};
var desc = EmitterDescRegistry.FromDat(0x32000099u, dat);
Assert.Equal(ParticleType.Swarm, desc.Type);
Assert.Equal(ParticleEmitterKind.BirthratePerSec, desc.EmitterKind);
Assert.Equal(4f, desc.EmitRate);
Assert.Equal(0x01000001u, desc.GfxObjId);
Assert.Equal(0x01000002u, desc.HwGfxObjId);
Assert.Equal(3, desc.InitialParticles);
Assert.Equal(9, desc.TotalParticles);
Assert.Equal(1.5f, desc.LifetimeMin);
Assert.Equal(2.5f, desc.LifetimeMax);
Assert.Equal(0f, desc.StartAlpha);
Assert.Equal(1f, desc.EndAlpha);
Assert.Equal(EmitterFlags.Billboard | EmitterFlags.FaceCamera | EmitterFlags.AttachLocal, desc.Flags);
Assert.True((desc.Flags & EmitterFlags.AttachLocal) != 0);
}
[Fact]
public void UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor()
{
// Retail ParticleEmitter::UpdateParticles 0x0051d2d4 reads the live
// parent frame each tick when is_parent_local=1. With the cameraOffset
// hack removed, AttachLocal correctness now depends on the owning
// subsystem updating AnchorPos every frame via UpdateEmitterAnchor.
var sys = MakeSystem();
var desc = new EmitterDesc
{
DatId = 0x32AABBCCu,
Type = ParticleType.Still,
Flags = EmitterFlags.AttachLocal | EmitterFlags.Billboard,
MaxParticles = 1,
InitialParticles = 1,
LifetimeMin = 100f, LifetimeMax = 100f, Lifespan = 100f,
StartSize = 1f, EndSize = 1f,
StartAlpha = 1f, EndAlpha = 1f,
// Zero motion + zero offset so position == origin == AnchorPos.
};
int handle = sys.SpawnEmitter(desc, anchor: new Vector3(10, 0, 0));
sys.Tick(0.01f);
var p1 = sys.EnumerateLive().Single().Emitter.Particles[0];
Assert.Equal(new Vector3(10, 0, 0), p1.Position);
// Move the live anchor; AttachLocal should track it on the next tick.
sys.UpdateEmitterAnchor(handle, new Vector3(50, 20, 5));
sys.Tick(0.01f);
var p2 = sys.EnumerateLive().Single().Emitter.Particles[0];
Assert.Equal(new Vector3(50, 20, 5), p2.Position);
}
[Fact]
public void UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin()
{
// is_parent_local=0 → particle uses its frozen EmissionOrigin; later
// anchor updates must NOT move it (retail's "frame snapshotted at
// spawn" semantics).
var sys = MakeSystem();
var desc = new EmitterDesc
{
DatId = 0x32AABBCDu,
Type = ParticleType.Still,
Flags = EmitterFlags.Billboard, // NO AttachLocal
MaxParticles = 1,
InitialParticles = 1,
LifetimeMin = 100f, LifetimeMax = 100f, Lifespan = 100f,
StartSize = 1f, EndSize = 1f,
StartAlpha = 1f, EndAlpha = 1f,
};
int handle = sys.SpawnEmitter(desc, anchor: new Vector3(10, 0, 0));
sys.Tick(0.01f);
sys.UpdateEmitterAnchor(handle, new Vector3(99, 99, 99));
sys.Tick(0.01f);
var p = sys.EnumerateLive().Single().Emitter.Particles[0];
Assert.Equal(new Vector3(10, 0, 0), p.Position);
}
[Fact]
public void EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire()
{
var sys = MakeSystem();
var fired = new System.Collections.Generic.List<int>();
sys.EmitterDied += h => fired.Add(h);
int handle = sys.SpawnEmitter(MakeDesc(emitRate: 5f, lifetime: 0.2f, maxParticles: 4), Vector3.Zero);
sys.StopEmitter(handle, fadeOut: false); // kill emitter + all particles immediately
sys.Tick(0.01f);
Assert.Single(fired);
Assert.Equal(handle, fired[0]);
Assert.False(sys.IsEmitterAlive(handle));
}
[Fact]
public void Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed()
{
// Retail ParticleEmitterInfo::ShouldEmitParticle 0x00517420 checks
// (cur_time - last_emit_time) > birthrate. RecordParticleEmission
// 0x0051c870 then sets last_emit_time = cur_time, so retail's
// UpdateParticles fires AT MOST one EmitParticle per frame
// (the dispatch is `if (ShouldEmit) EmitParticle()`, not a loop).
// Lock that behavior in.
var sys = MakeSystem();
var desc = new EmitterDesc
{
DatId = 0x32AAAA01u,
Type = ParticleType.Still,
EmitterKind = ParticleEmitterKind.BirthratePerSec,
Birthrate = 0.05f, // 50ms minimum between emits
EmitRate = 0f, // disable the EmitRate fallback path
MaxParticles = 100,
LifetimeMin = 100f, LifetimeMax = 100f, Lifespan = 100f,
StartSize = 1f, EndSize = 1f,
StartAlpha = 1f, EndAlpha = 1f,
};
sys.SpawnEmitter(desc, Vector3.Zero);
// Single 1-second tick. Retail-faithful behavior: exactly one
// particle emits, regardless of how many birthrate intervals fit in dt.
sys.Tick(1.0f);
Assert.Equal(1, sys.ActiveParticleCount);
// Subsequent small ticks each emit once if birthrate has elapsed.
sys.Tick(0.06f); // > 0.05s since last emit
Assert.Equal(2, sys.ActiveParticleCount);
// A tick smaller than birthrate adds nothing.
sys.Tick(0.01f);
Assert.Equal(2, sys.ActiveParticleCount);
}
}

View file

@ -207,4 +207,28 @@ public sealed class PhysicsScriptRunnerTests
runner.Tick(0.5f); // total 0.6 > 0.5 pause
Assert.Single(sink.Calls);
}
[Fact]
public void CallPES_SelfLoopWithPause_DoesNotReplaceCurrentInstance()
{
var script = BuildScript(
(0.0, new CallPESHook { PES = 0xAA, Pause = 30f }),
(0.0, CreateHook(123)));
var sink = new RecordingSink();
var runner = MakeRunner(sink, (0xAAu, script));
runner.Play(scriptId: 0xAA, entityId: 0x7, anchorWorldPos: Vector3.Zero);
runner.Tick(0.1f);
Assert.Single(sink.Calls);
Assert.Equal(123u, ((CreateParticleHook)sink.Calls[0].Hook).EmitterInfoId.DataId);
Assert.Equal(1, runner.ActiveScriptCount);
runner.Tick(29.8f);
Assert.Single(sink.Calls);
runner.Tick(0.3f);
Assert.Equal(2, sink.Calls.Count);
}
}

View file

@ -72,6 +72,29 @@ public sealed class SkyDescLoaderTests
Assert.Equal(FogMode.Linear, kf.FogMode);
}
[Fact]
public void LoadFromRegion_CapturesSkyObjectPesId()
{
var region = MakeRegion(dirBright: 1.0f, rBgrOrder: 255);
var dg = region.SkyInfo!.DayGroups[0];
dg.SkyObjects.Add(new SkyObject
{
BeginTime = 0f,
EndTime = 1f,
DefaultGfxObjectId = 0x01004C44u,
DefaultPesObjectId = 0x3300042Cu,
Properties = 0x05,
});
var loaded = SkyDescLoader.LoadFromRegion(region);
Assert.NotNull(loaded);
var obj = Assert.Single(loaded!.DayGroups[0].SkyObjects);
Assert.Equal(0x01004C44u, obj.GfxObjId);
Assert.Equal(0x3300042Cu, obj.PesObjectId);
Assert.True(obj.IsPostScene);
}
[Fact]
public void LoadFromRegion_SunColor_UsesRetailSunVectorMagnitude()
{

View file

@ -28,7 +28,8 @@ public sealed class WorldTimeDebugTests
// fraction 1/16: solve (t + 7/16*D) mod D = 1/16*D
// → t = (1/16 - 7/16) * D mod D = -6/16 * D mod D = 10/16 * D.
double targetFraction = 1.0 / 16.0; // Darktide-and-Half
double syncTick = (targetFraction - (7.0 / 16.0) + 1.0) * DerethDateTime.DayTicks;
double syncTick = targetFraction * DerethDateTime.DayTicks - DerethDateTime.OriginOffsetTicks;
while (syncTick < 0) syncTick += DerethDateTime.DayTicks;
var service = new WorldTimeService(SkyStateProvider.Default());
service.SyncFromServer(syncTick);