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

View file

@ -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.