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:
Erik 2026-04-22 17:38:44 +02:00
parent 7007758293
commit eeae83a14e
5 changed files with 277 additions and 10 deletions

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@ -0,0 +1,182 @@
# Deep Audit: Sky Rendering Bug
**Date:** 2026-04-21
**Issue:** Sky renders fully white despite keyframe data being pale blue/orange; framebuffer cleared to black.
**Hypothesis:** At least one of 7 sky objects is painting white across the view; rendering pipeline produces white, not data.
## Angle 1 — Retail Decompile: What the Sky Renderer Actually Does
### Finding: Could Not Locate Retail Sky Render Function
**Status:** COULDN'T LOCATE
After search of chunk_00400000.c through chunk_007F0000.c, found only one match:
- docs/research/decompiled/chunk_00500000.c:7340 comment about GameTime effects on sky
No functions containing sky, Sky, SkyObjects, CEnvironment, or D3D render-state constants found.
---
## Angle 2 — ACE: What Server Messages Drive Sky / Weather / Time?
### Retail Source: EnvironChangeType Enum
- references/ACE/Source/ACE.Entity/Enum/EnvironChangeType.cs:4-48
Only fog overlays and sound effects; NO mesh/texture/geometry changes:
```csharp
public enum EnvironChangeType {
Clear, RedFog, BlueFog, WhiteFog, GreenFog, BlackFog, BlackFog2,
RoarSound, ... /* sound effects only */
}
```
Sent via: GameMessageAdminEnvirons (admin-only, not broadcast)
### Our Code: Network Handling
- src/AcDream.Core.Net/Messages/GameEvents.cs:1-481 — No sky/weather parsers
- src/AcDream.Core.Net/WorldSession.cs — No AdminEnvirons handler
**Verdict: MISSING**
But the bug symptoms (fully white sky) are NOT consistent with WhiteFog overlay; this is client-side rendering failure, not a server message issue.
---
## Angle 3 — ACME: Improved Sky Rendering
### Finding: No ACME-Specific Sky Renderer
ACME contributes only animation/model reference; does not override WorldBuilder SkyboxRenderManager. We port vanilla WorldBuilder unchanged.
---
## Angle 4 — WorldBuilder Vanilla: Re-read for Details
### Key Finding: Per-Submesh Blend Mode Divergence
**WorldBuilder (references/WorldBuilder/.../SkyboxRenderManager.cs:301-318):**
```csharp
foreach (var batch in renderData.Batches) {
// ... bind texture, sampler ...
_gl.DrawElementsInstancedBaseVertex(...);
// NO BlendFunc call per batch
}
```
**Our Code (src/AcDream.App/Rendering/Sky/SkyRenderer.cs:175-196):**
```csharp
foreach (var sub in subMeshes) {
if (sub.IsAdditive)
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
else
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
// ... draw
}
```
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.
---
## Angle 5 — Our Code: End-to-End
### A) Data Loading
src/AcDream.Core/World/SkyDescLoader.cs: MATCHES retail
Loads Region 0x13000000, parses 7 sky objects with correct color data.
### B) Blend Mode Classification
src/AcDream.App/Rendering/Sky/SkyRenderer.cs:314
```csharp
bool isAdditive = sm.Translucency == TranslucencyKind.Additive;
```
**CRITICAL COMMENT (lines 311-313):**
```csharp
// 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, not additive.
```
This documents a PAST WHITE-SKY BUG caused by misclassifying Luminous as additive.
Question: Is the current fix correct? Did we introduce a NEW misclassification?
### C) Shader Luminosity
src/AcDream.App/Rendering/Shaders/sky.frag:36-59
```glsl
vec3 rgb = sampled.rgb * uTint.rgb * uLuminosity;
```
If sampled texture is white (1,1,1) and uLuminosity=1, output is white.
---
## Root-Cause Hypothesis Ranked by Confidence
### Hypothesis 1 (HIGH CONFIDENCE): IsAdditive Misclassification
**Evidence:**
- Comment at SkyRenderer.cs:311-313 documents past white-sky incident from Luminous misclassification
- We changed code to only treat Additive=0x10000 as additive, skipping Luminous=0x40
- But IsAdditive is computed once at upload and NEVER re-checked or validated
- We diverge from retail by setting blend per submesh, creating a failure point
**Symptom matches:**
- Sky fully white = additive blend of white mesh over black framebuffer
- Black clear makes problem visible
**Acceptance test:** Log SurfaceType flags for all 7 sky objects and verify IsAdditive classification matches retail expectations.
### Hypothesis 2 (MEDIUM CONFIDENCE): Texture Decode Produces White
**Evidence:**
- TextureCache.GetOrUpload at SkyRenderer.cs:188
- If surface texture is decoded incorrectly, white pixels result
**Acceptance test:** Compare decoded texture bytes against expected color data.
### Hypothesis 3 (LOW CONFIDENCE): Luminosity Override
**Evidence:**
- Diag shows luminosity values max at 0.78 (not > 1)
- Shader applies multiplicatively; shouldn't blow white unless texture is already near-white
**Less likely:** Keyframe data is not driving the issue.
---
## Next Fix: Verify IsAdditive Classification
**Target:** src/AcDream.App/Rendering/Sky/SkyRenderer.cs:276-325 (UploadSubMesh)
**Action:** Add logging to print SurfaceType flags and IsAdditive result for each sky mesh surface.
**Concrete change:**
```csharp
private SubMeshGpu UploadSubMesh(GfxObjSubMesh sm) {
// ... setup ...
bool isAdditive = sm.Translucency == TranslucencyKind.Additive;
System.Diagnostics.Debug.WriteLine(
$"Sky Surface {sm.SurfaceId}: Translucency={sm.Translucency}, IsAdditive={isAdditive}");
return new SubMeshGpu { ... };
}
```
Run test, check Debug output against SurfaceType enum definitions and retail behavior.
**Acceptance test:** No sky object shows:
- SurfaceType.Luminous (0x40) misclassified as IsAdditive=true
- SurfaceType.Additive (0x10000) misclassified as IsAdditive=false
---
## Conclusion
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.
Verify by logging SurfaceType flags for all 7 sky objects and comparing against retail specifications.

View file

@ -886,7 +886,18 @@ public sealed class GameWindow : IDisposable
// Seed WorldTime to noon so outdoor scenes aren't pitch-black before // Seed WorldTime to noon so outdoor scenes aren't pitch-black before
// the server sends its first TimeSync packet (offline rendering in // the server sends its first TimeSync packet (offline rendering in
// particular never receives one). // particular never receives one).
WorldTime.SyncFromServer(AcDream.Core.World.DerethDateTime.DayTicks * 0.5); //
// "Noon" here means sun at zenith — dayFraction = 0.5. Because
// DerethDateTime applies a +7/16 offset (tick 0 = Morntide-and-Half,
// hour 8 of 16), we need raw ticks = 476.25 (one hour past tick 0 =
// Midsong / Hour 9, which is what retail considers noon).
//
// Using `DayTicks * 0.5 = 3810` WOULD be correct if the offset were
// zero, but with our 3333.75-tick shift it lands on dayFraction
// 0.9375 — that's Gloaming-and-Half (sunset, nearly midnight),
// producing a dim orange sky with the sun below the horizon until
// TimeSync arrives.
WorldTime.SyncFromServer(AcDream.Core.World.DerethDateTime.DayTicks / 16.0); // = 476.25 = Midsong (noon)
// Build the terrain atlas once from the Region dat. // Build the terrain atlas once from the Region dat.
var terrainAtlas = AcDream.App.Rendering.TerrainAtlas.Build(_gl, _dats); var terrainAtlas = AcDream.App.Rendering.TerrainAtlas.Build(_gl, _dats);
@ -3504,10 +3515,12 @@ public sealed class GameWindow : IDisposable
var kf = WorldTime.CurrentSky; var kf = WorldTime.CurrentSky;
var atmo = Weather.Snapshot(in kf); var atmo = Weather.Snapshot(in kf);
var fogColor = atmo.FogColor; var fogColor = atmo.FogColor;
// Clamp to 0..1 — keyframes may store over-1 values (retail uses the // Clear to fog color (horizon haze) so if sky meshes have alpha
// dir-bright scalar pre-multiplied into color) and GL's ClearColor // gaps or don't cover the full view, the "missing" area reads as
// will silently accept them, but some drivers interpret > 1 as // distant haze, not as pitch-black. Fog color is clamped to 0..1
// "bright clamp", producing ugly pink/green frames. // since keyframes may pre-multiply DirBright and produce over-1
// values that some drivers interpret as "bright clamp" (pink/green
// frames).
_gl!.ClearColor( _gl!.ClearColor(
System.Math.Clamp(fogColor.X, 0f, 1f), System.Math.Clamp(fogColor.X, 0f, 1f),
System.Math.Clamp(fogColor.Y, 0f, 1f), System.Math.Clamp(fogColor.Y, 0f, 1f),

View file

@ -41,9 +41,17 @@ void main() {
vec3 rgb = sampled.rgb * uTint.rgb * uLuminosity; vec3 rgb = sampled.rgb * uTint.rgb * uLuminosity;
// Lightning additive bump — makes the sky itself flash during storms. // Lightning additive bump — makes the sky itself flash during storms.
rgb += uFogParams.z * vec3(0.5, 0.5, 0.55); // Retail's lightning is a near-white strobe; a dim grey bump doesn't
// read as lightning. Keep a faint blue tint so it still feels electric
// rather than pure-white daylight.
float flash = uFogParams.z;
rgb += flash * vec3(1.5, 1.5, 1.8);
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
// lightning flash, raise the ceiling so the strobe actually blows out
// instead of getting capped mid-rise.
float cap = mix(1.2, 3.0, clamp(flash, 0.0, 1.0));
rgb = min(rgb, vec3(cap));
float a = sampled.a * (1.0 - uTransparency) * uTint.a; float a = sampled.a * (1.0 - uTransparency) * uTint.a;
if (a < 0.01) discard; if (a < 0.01) discard;

View file

@ -7,6 +7,7 @@ using AcDream.Core.Terrain;
using AcDream.Core.World; using AcDream.Core.World;
using DatReaderWriter; using DatReaderWriter;
using DatReaderWriter.DBObjs; using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using Silk.NET.OpenGL; using Silk.NET.OpenGL;
namespace AcDream.App.Rendering.Sky; namespace AcDream.App.Rendering.Sky;
@ -104,6 +105,18 @@ public sealed unsafe class SkyRenderer : IDisposable
_gl.Disable(EnableCap.DepthTest); _gl.Disable(EnableCap.DepthTest);
_gl.Disable(EnableCap.CullFace); _gl.Disable(EnableCap.CullFace);
_gl.Enable(EnableCap.Blend); _gl.Enable(EnableCap.Blend);
// Default blend — overridden per-submesh inside the inner loop based
// on the Surface's TranslucencyKind + Luminous flag. Sun/moon/stars
// in retail use Additive (their texture has a black background and a
// bright body painted on top; additive blending ignores the black and
// lets the body glow over the sky gradient). Clouds use AlphaBlend.
// Without per-object blend, sun renders as "black square with sun in
// it" because our default alpha-blend treats the black background as
// opaque. See SurfaceType enum (DatReaderWriter.Enums.SurfaceType):
// Additive = 0x10000 → GL_ONE / GL_ONE
// Luminous = 0x40 → additive for sky purposes
// Alpha = 0x100 / Translucent = 0x10 → GL_SRC_ALPHA / GL_ONE_MINUS_SRC_ALPHA
// Base1ClipMap = 0x04 → alpha with shader discard
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); _gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
// Look up the keyframe's override list so we can apply // Look up the keyframe's override list so we can apply
@ -161,6 +174,17 @@ public sealed unsafe class SkyRenderer : IDisposable
foreach (var sub in subMeshes) foreach (var sub in subMeshes)
{ {
// Per-submesh blend mode: sun/moon/stars are usually
// Additive or Luminous, clouds are AlphaBlend, star dome
// backing is Opaque (but we still need blend-enabled to
// avoid a hard seam against the sky gradient behind it —
// we map Opaque to a passthrough SrcAlpha/OneMinusSrcAlpha
// with alpha=1, which is equivalent to not blending).
if (sub.IsAdditive)
_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);
_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;
} }
} }

View file

@ -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