fix(sky): scale keyframe Luminosity/Transparent/MaxBright from percent → fraction
Retail's Region dat stores SkyObjectReplace.Luminosity / Transparent /
MaxBright as percentages in the 0..100 range. Our shader expects
fractions in 0..1. We were passing raw values (luminosity up to 100)
straight into the sky fragment shader's rgb-multiplier:
rgb = sampled.rgb * uTint.rgb * uLuminosity;
At the "Sunny" DayGroup's noon keyframes (verified via live diag),
Luminosity = 100 → shader multiplied the cloud texture RGB by 100 →
min(rgb, vec3(1.2)) clamped all channels to 1.2 → pure white sky.
Also gave the dawn/dusk purple sky effect on top of the pale texture.
Fix: SkyDescLoader.ConvertTimeOfDay divides Luminosity, Transparent
and MaxBright by 100 when loading each SkyObjectReplace. The Rotate
field stays as degrees (values like 270° are genuine headings, not
percentages).
Transparent was accidentally surviving via a 0..1 clamp downstream,
but we fix it for consistency and so brightness-attenuating values
in the 0..99 range (partial fade during dawn/dusk) work correctly
instead of rounding to full-transparent.
WorldBuilder's SkyboxRenderManager does NOT apply these fields at
all — that's why they never hit this bug. Our port applies them for
per-keyframe day-night fades, so we needed the unit conversion.
Also picked up in this commit (incidental, already running):
- Sky render: per-submesh blend mode from TranslucencyKind.Additive
for sun/moon-style self-bright objects (Additive bit 0x10000).
Luminous flag 0x40 intentionally NOT mapped to additive — that
flag is on the sky dome + cloud sheets and making them additive
produced the previous "fully white" iteration of this bug.
- ToD default seed: DayTicks/16 (Midsong = hour 9 = true noon)
instead of DayTicks*0.5 which landed on Gloaming-and-Half (sunset)
due to DerethDateTime's +7/16 day-fraction offset. Pre-TimeSync
view now correctly starts at noon.
- Lightning flash: brighter white-blue (vec3(1.5,1.5,1.8)) instead
of dim grey; ceiling relaxed during flash so the strobe actually
blows out. Cadence (strike intervals, decay) unchanged.
- Saved docs/research/2026-04-21-sky-deep-audit.md with the
decompile+ACE+ACME+WorldBuilder research done to corner this bug.
Open follow-up (not fixed here): sky clouds are white at noon /
don't get the dusk/night purple tint. Our sky shader is fully unlit
— doesn't apply sun/ambient directional light like the terrain
shader does. AmbientColor in the keyframe data carries the right
tint (purple at midnight, magenta at dusk) but we pass
uTint = Vector4.One instead of the keyframe value. Next commit will
wire directional-sun + ambient into sky.frag so cloud meshes pick
up the time-of-day color.
All 717 tests green. User-confirmed: sky colors are now "much
better" after this change (previously fully white).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
7007758293
commit
eeae83a14e
5 changed files with 277 additions and 10 deletions
182
docs/research/2026-04-21-sky-deep-audit.md
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docs/research/2026-04-21-sky-deep-audit.md
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@ -0,0 +1,182 @@
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# Deep Audit: Sky Rendering Bug
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**Date:** 2026-04-21
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**Issue:** Sky renders fully white despite keyframe data being pale blue/orange; framebuffer cleared to black.
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**Hypothesis:** At least one of 7 sky objects is painting white across the view; rendering pipeline produces white, not data.
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## Angle 1 — Retail Decompile: What the Sky Renderer Actually Does
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### Finding: Could Not Locate Retail Sky Render Function
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**Status:** COULDN'T LOCATE
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After search of chunk_00400000.c through chunk_007F0000.c, found only one match:
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- docs/research/decompiled/chunk_00500000.c:7340 comment about GameTime effects on sky
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No functions containing sky, Sky, SkyObjects, CEnvironment, or D3D render-state constants found.
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---
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## Angle 2 — ACE: What Server Messages Drive Sky / Weather / Time?
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### Retail Source: EnvironChangeType Enum
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- references/ACE/Source/ACE.Entity/Enum/EnvironChangeType.cs:4-48
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Only fog overlays and sound effects; NO mesh/texture/geometry changes:
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```csharp
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public enum EnvironChangeType {
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Clear, RedFog, BlueFog, WhiteFog, GreenFog, BlackFog, BlackFog2,
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RoarSound, ... /* sound effects only */
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}
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```
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Sent via: GameMessageAdminEnvirons (admin-only, not broadcast)
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### Our Code: Network Handling
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- src/AcDream.Core.Net/Messages/GameEvents.cs:1-481 — No sky/weather parsers
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- src/AcDream.Core.Net/WorldSession.cs — No AdminEnvirons handler
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**Verdict: MISSING**
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But the bug symptoms (fully white sky) are NOT consistent with WhiteFog overlay; this is client-side rendering failure, not a server message issue.
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---
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## Angle 3 — ACME: Improved Sky Rendering
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### Finding: No ACME-Specific Sky Renderer
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ACME contributes only animation/model reference; does not override WorldBuilder SkyboxRenderManager. We port vanilla WorldBuilder unchanged.
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---
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## Angle 4 — WorldBuilder Vanilla: Re-read for Details
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### Key Finding: Per-Submesh Blend Mode Divergence
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**WorldBuilder (references/WorldBuilder/.../SkyboxRenderManager.cs:301-318):**
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```csharp
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foreach (var batch in renderData.Batches) {
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// ... bind texture, sampler ...
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_gl.DrawElementsInstancedBaseVertex(...);
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// NO BlendFunc call per batch
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}
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```
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**Our Code (src/AcDream.App/Rendering/Sky/SkyRenderer.cs:175-196):**
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```csharp
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foreach (var sub in subMeshes) {
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if (sub.IsAdditive)
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
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else
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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// ... draw
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}
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```
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We set blend state PER SUBMESH; retail does NOT. This adds a failure point: if IsAdditive classification is wrong, one mesh renders with wrong blend mode.
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---
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## Angle 5 — Our Code: End-to-End
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### A) Data Loading
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src/AcDream.Core/World/SkyDescLoader.cs: MATCHES retail
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Loads Region 0x13000000, parses 7 sky objects with correct color data.
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### B) Blend Mode Classification
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src/AcDream.App/Rendering/Sky/SkyRenderer.cs:314
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```csharp
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bool isAdditive = sm.Translucency == TranslucencyKind.Additive;
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```
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**CRITICAL COMMENT (lines 311-313):**
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```csharp
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// NOTE: earlier revision also treated SurfaceType.Luminous = 0x40
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// as additive, but that flag is present on the sky DOME itself and
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// on cloud sheets — turning those additive blew the whole sky to
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// white. Luminous means self-illuminated, not additive.
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```
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This documents a PAST WHITE-SKY BUG caused by misclassifying Luminous as additive.
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Question: Is the current fix correct? Did we introduce a NEW misclassification?
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### C) Shader Luminosity
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src/AcDream.App/Rendering/Shaders/sky.frag:36-59
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```glsl
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vec3 rgb = sampled.rgb * uTint.rgb * uLuminosity;
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```
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If sampled texture is white (1,1,1) and uLuminosity=1, output is white.
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---
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## Root-Cause Hypothesis Ranked by Confidence
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### Hypothesis 1 (HIGH CONFIDENCE): IsAdditive Misclassification
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**Evidence:**
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- Comment at SkyRenderer.cs:311-313 documents past white-sky incident from Luminous misclassification
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- We changed code to only treat Additive=0x10000 as additive, skipping Luminous=0x40
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- But IsAdditive is computed once at upload and NEVER re-checked or validated
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- We diverge from retail by setting blend per submesh, creating a failure point
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**Symptom matches:**
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- Sky fully white = additive blend of white mesh over black framebuffer
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- Black clear makes problem visible
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**Acceptance test:** Log SurfaceType flags for all 7 sky objects and verify IsAdditive classification matches retail expectations.
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### Hypothesis 2 (MEDIUM CONFIDENCE): Texture Decode Produces White
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**Evidence:**
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- TextureCache.GetOrUpload at SkyRenderer.cs:188
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- If surface texture is decoded incorrectly, white pixels result
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**Acceptance test:** Compare decoded texture bytes against expected color data.
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### Hypothesis 3 (LOW CONFIDENCE): Luminosity Override
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**Evidence:**
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- Diag shows luminosity values max at 0.78 (not > 1)
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- Shader applies multiplicatively; shouldn't blow white unless texture is already near-white
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**Less likely:** Keyframe data is not driving the issue.
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---
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## Next Fix: Verify IsAdditive Classification
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**Target:** src/AcDream.App/Rendering/Sky/SkyRenderer.cs:276-325 (UploadSubMesh)
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**Action:** Add logging to print SurfaceType flags and IsAdditive result for each sky mesh surface.
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**Concrete change:**
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```csharp
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private SubMeshGpu UploadSubMesh(GfxObjSubMesh sm) {
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// ... setup ...
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bool isAdditive = sm.Translucency == TranslucencyKind.Additive;
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System.Diagnostics.Debug.WriteLine(
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$"Sky Surface {sm.SurfaceId}: Translucency={sm.Translucency}, IsAdditive={isAdditive}");
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return new SubMeshGpu { ... };
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}
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```
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Run test, check Debug output against SurfaceType enum definitions and retail behavior.
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**Acceptance test:** No sky object shows:
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- SurfaceType.Luminous (0x40) misclassified as IsAdditive=true
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- SurfaceType.Additive (0x10000) misclassified as IsAdditive=false
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---
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## Conclusion
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Bug is client-side rendering pipeline, not data or server messages. Most likely cause: **IsAdditive misclassification on a dominant sky mesh (dome or sun)**. The codebase already documents a past white-sky incident from this exact error.
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Verify by logging SurfaceType flags for all 7 sky objects and comparing against retail specifications.
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@ -886,7 +886,18 @@ public sealed class GameWindow : IDisposable
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// Seed WorldTime to noon so outdoor scenes aren't pitch-black before
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// Seed WorldTime to noon so outdoor scenes aren't pitch-black before
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// the server sends its first TimeSync packet (offline rendering in
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// the server sends its first TimeSync packet (offline rendering in
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// particular never receives one).
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// particular never receives one).
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WorldTime.SyncFromServer(AcDream.Core.World.DerethDateTime.DayTicks * 0.5);
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//
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// "Noon" here means sun at zenith — dayFraction = 0.5. Because
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// DerethDateTime applies a +7/16 offset (tick 0 = Morntide-and-Half,
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// hour 8 of 16), we need raw ticks = 476.25 (one hour past tick 0 =
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// Midsong / Hour 9, which is what retail considers noon).
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//
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// Using `DayTicks * 0.5 = 3810` WOULD be correct if the offset were
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// zero, but with our 3333.75-tick shift it lands on dayFraction
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// 0.9375 — that's Gloaming-and-Half (sunset, nearly midnight),
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// producing a dim orange sky with the sun below the horizon until
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// TimeSync arrives.
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WorldTime.SyncFromServer(AcDream.Core.World.DerethDateTime.DayTicks / 16.0); // = 476.25 = Midsong (noon)
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// Build the terrain atlas once from the Region dat.
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// Build the terrain atlas once from the Region dat.
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var terrainAtlas = AcDream.App.Rendering.TerrainAtlas.Build(_gl, _dats);
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var terrainAtlas = AcDream.App.Rendering.TerrainAtlas.Build(_gl, _dats);
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@ -3504,10 +3515,12 @@ public sealed class GameWindow : IDisposable
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var kf = WorldTime.CurrentSky;
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var kf = WorldTime.CurrentSky;
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var atmo = Weather.Snapshot(in kf);
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var atmo = Weather.Snapshot(in kf);
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var fogColor = atmo.FogColor;
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var fogColor = atmo.FogColor;
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// Clamp to 0..1 — keyframes may store over-1 values (retail uses the
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// Clear to fog color (horizon haze) so if sky meshes have alpha
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// dir-bright scalar pre-multiplied into color) and GL's ClearColor
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// gaps or don't cover the full view, the "missing" area reads as
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// will silently accept them, but some drivers interpret > 1 as
|
// distant haze, not as pitch-black. Fog color is clamped to 0..1
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// "bright clamp", producing ugly pink/green frames.
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// since keyframes may pre-multiply DirBright and produce over-1
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// values that some drivers interpret as "bright clamp" (pink/green
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// frames).
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_gl!.ClearColor(
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_gl!.ClearColor(
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System.Math.Clamp(fogColor.X, 0f, 1f),
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System.Math.Clamp(fogColor.X, 0f, 1f),
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System.Math.Clamp(fogColor.Y, 0f, 1f),
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System.Math.Clamp(fogColor.Y, 0f, 1f),
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@ -41,9 +41,17 @@ void main() {
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vec3 rgb = sampled.rgb * uTint.rgb * uLuminosity;
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vec3 rgb = sampled.rgb * uTint.rgb * uLuminosity;
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// Lightning additive bump — makes the sky itself flash during storms.
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// Lightning additive bump — makes the sky itself flash during storms.
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rgb += uFogParams.z * vec3(0.5, 0.5, 0.55);
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// Retail's lightning is a near-white strobe; a dim grey bump doesn't
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// read as lightning. Keep a faint blue tint so it still feels electric
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// rather than pure-white daylight.
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float flash = uFogParams.z;
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rgb += flash * vec3(1.5, 1.5, 1.8);
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rgb = min(rgb, vec3(1.2)); // soft clamp to let luminosity over-bright mildly
|
// Soft clamp to let Luminosity/flash slightly over-bright. During a
|
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|
// lightning flash, raise the ceiling so the strobe actually blows out
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// instead of getting capped mid-rise.
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float cap = mix(1.2, 3.0, clamp(flash, 0.0, 1.0));
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rgb = min(rgb, vec3(cap));
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float a = sampled.a * (1.0 - uTransparency) * uTint.a;
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float a = sampled.a * (1.0 - uTransparency) * uTint.a;
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if (a < 0.01) discard;
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if (a < 0.01) discard;
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@ -7,6 +7,7 @@ using AcDream.Core.Terrain;
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using AcDream.Core.World;
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using AcDream.Core.World;
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using DatReaderWriter;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using Silk.NET.OpenGL;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering.Sky;
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namespace AcDream.App.Rendering.Sky;
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@ -104,6 +105,18 @@ public sealed unsafe class SkyRenderer : IDisposable
|
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_gl.Disable(EnableCap.DepthTest);
|
_gl.Disable(EnableCap.DepthTest);
|
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_gl.Disable(EnableCap.CullFace);
|
_gl.Disable(EnableCap.CullFace);
|
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_gl.Enable(EnableCap.Blend);
|
_gl.Enable(EnableCap.Blend);
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|
// Default blend — overridden per-submesh inside the inner loop based
|
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// on the Surface's TranslucencyKind + Luminous flag. Sun/moon/stars
|
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// in retail use Additive (their texture has a black background and a
|
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// bright body painted on top; additive blending ignores the black and
|
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// lets the body glow over the sky gradient). Clouds use AlphaBlend.
|
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// Without per-object blend, sun renders as "black square with sun in
|
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|
// it" because our default alpha-blend treats the black background as
|
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// opaque. See SurfaceType enum (DatReaderWriter.Enums.SurfaceType):
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// Additive = 0x10000 → GL_ONE / GL_ONE
|
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// Luminous = 0x40 → additive for sky purposes
|
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// Alpha = 0x100 / Translucent = 0x10 → GL_SRC_ALPHA / GL_ONE_MINUS_SRC_ALPHA
|
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// Base1ClipMap = 0x04 → alpha with shader discard
|
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
|
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
|
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|
|
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// Look up the keyframe's override list so we can apply
|
// Look up the keyframe's override list so we can apply
|
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|
@ -161,6 +174,17 @@ public sealed unsafe class SkyRenderer : IDisposable
|
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|
|
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foreach (var sub in subMeshes)
|
foreach (var sub in subMeshes)
|
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{
|
{
|
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// Per-submesh blend mode: sun/moon/stars are usually
|
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|
// Additive or Luminous, clouds are AlphaBlend, star dome
|
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|
// backing is Opaque (but we still need blend-enabled to
|
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|
// avoid a hard seam against the sky gradient behind it —
|
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|
// we map Opaque to a passthrough SrcAlpha/OneMinusSrcAlpha
|
||||||
|
// with alpha=1, which is equivalent to not blending).
|
||||||
|
if (sub.IsAdditive)
|
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|
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One); // additive
|
||||||
|
else
|
||||||
|
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); // alpha
|
||||||
|
|
||||||
uint tex = _textures.GetOrUpload(sub.SurfaceId);
|
uint tex = _textures.GetOrUpload(sub.SurfaceId);
|
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_gl.ActiveTexture(TextureUnit.Texture0);
|
_gl.ActiveTexture(TextureUnit.Texture0);
|
||||||
_gl.BindTexture(TextureTarget.Texture2D, tex);
|
_gl.BindTexture(TextureTarget.Texture2D, tex);
|
||||||
|
|
@ -275,6 +299,20 @@ public sealed unsafe class SkyRenderer : IDisposable
|
||||||
_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float)));
|
_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float)));
|
||||||
|
|
||||||
_gl.BindVertexArray(0);
|
_gl.BindVertexArray(0);
|
||||||
|
|
||||||
|
// Classify blend mode from the Surface's flags. Sun/moon/stars with
|
||||||
|
// `SurfaceType.Additive = 0x10000` get GL_ONE / GL_ONE (their texture
|
||||||
|
// has a black background and a bright body; additive makes the
|
||||||
|
// background contribute nothing and the body glow on top of the sky).
|
||||||
|
//
|
||||||
|
// NOTE: earlier revision also treated `SurfaceType.Luminous = 0x40`
|
||||||
|
// as additive, but that flag is present on the sky DOME itself and
|
||||||
|
// on cloud sheets — turning those additive blew the whole sky to
|
||||||
|
// white. `Luminous` means "self-illuminated / unshaded" in retail's
|
||||||
|
// render pipeline, not "additive blend". Only the Additive bit
|
||||||
|
// toggles the blend mode.
|
||||||
|
bool isAdditive = sm.Translucency == TranslucencyKind.Additive;
|
||||||
|
|
||||||
return new SubMeshGpu
|
return new SubMeshGpu
|
||||||
{
|
{
|
||||||
Vao = vao,
|
Vao = vao,
|
||||||
|
|
@ -282,6 +320,7 @@ public sealed unsafe class SkyRenderer : IDisposable
|
||||||
Ebo = ebo,
|
Ebo = ebo,
|
||||||
IndexCount = sm.Indices.Length,
|
IndexCount = sm.Indices.Length,
|
||||||
SurfaceId = sm.SurfaceId,
|
SurfaceId = sm.SurfaceId,
|
||||||
|
IsAdditive = isAdditive,
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -306,5 +345,11 @@ public sealed unsafe class SkyRenderer : IDisposable
|
||||||
public uint Ebo;
|
public uint Ebo;
|
||||||
public int IndexCount;
|
public int IndexCount;
|
||||||
public uint SurfaceId;
|
public uint SurfaceId;
|
||||||
|
/// <summary>
|
||||||
|
/// True if the Surface's flags indicate additive blending should be
|
||||||
|
/// used (SurfaceType.Additive OR SurfaceType.Luminous). Computed
|
||||||
|
/// once at upload; avoids a per-frame dat lookup.
|
||||||
|
/// </summary>
|
||||||
|
public bool IsAdditive;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -246,14 +246,33 @@ public static class SkyDescLoader
|
||||||
|
|
||||||
private static DatSkyKeyframeData ConvertTimeOfDay(SkyTimeOfDay s)
|
private static DatSkyKeyframeData ConvertTimeOfDay(SkyTimeOfDay s)
|
||||||
{
|
{
|
||||||
|
// Transparent / Luminosity / MaxBright are stored in the retail
|
||||||
|
// Region dat as PERCENTAGES (0..100), not fractions (0..1). Our
|
||||||
|
// shader expects fractions — divide here. Confirmed from live
|
||||||
|
// diag dump of Region 0x13000000 / DayGroup "Sunny": noon keyframes
|
||||||
|
// have Luminosity=100 and Transparent=100 across multiple
|
||||||
|
// SkyObjectReplace entries, corresponding to 1.0 in shader units.
|
||||||
|
// Previously passing the raw 100 through resulted in
|
||||||
|
// `rgb = texture * 100` which blew out to pure white everywhere
|
||||||
|
// (clamped to vec3(1.2) in the sky fragment shader) — this was the
|
||||||
|
// "white sky at noon" bug observed by the user.
|
||||||
|
//
|
||||||
|
// Rotate stays as degrees (270° values in the data are genuinely
|
||||||
|
// heading-degrees, not percentages). ObjectIndex / GfxObjId are
|
||||||
|
// IDs with no unit transform.
|
||||||
|
//
|
||||||
|
// WorldBuilder's SkyboxRenderManager does NOT apply Luminosity /
|
||||||
|
// Transparent / MaxBright at all (ignores the fields entirely),
|
||||||
|
// which is why they never ran into this bug. We apply them for
|
||||||
|
// per-keyframe day-night fade which retail does.
|
||||||
var replaces = s.SkyObjReplace.Select(r => new SkyObjectReplaceData
|
var replaces = s.SkyObjReplace.Select(r => new SkyObjectReplaceData
|
||||||
{
|
{
|
||||||
ObjectIndex = r.ObjectIndex,
|
ObjectIndex = r.ObjectIndex,
|
||||||
GfxObjId = r.GfxObjId?.DataId ?? 0u,
|
GfxObjId = r.GfxObjId?.DataId ?? 0u,
|
||||||
Rotate = r.Rotate,
|
Rotate = r.Rotate,
|
||||||
Transparent = r.Transparent,
|
Transparent = r.Transparent / 100f,
|
||||||
Luminosity = r.Luminosity,
|
Luminosity = r.Luminosity / 100f,
|
||||||
MaxBright = r.MaxBright,
|
MaxBright = r.MaxBright / 100f,
|
||||||
}).ToList();
|
}).ToList();
|
||||||
|
|
||||||
var fogMode = s.WorldFog switch
|
var fogMode = s.WorldFog switch
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue