fix(lighting): #142 — per-instance sun gate for windowed-building interiors
Standing inside (or looking into) a windowed building like the Agent of Arcanum, interior objects (furniture, NPCs, the player) were lit by the directional sun because acdream's sun gate was per-FRAME (keyed on the player being in a sealed cell), not per-DRAW as retail does it. Retail's PView::DrawCells (0x005a4840) runs two stages per frame: outdoor stage → useSunlightSet(1) (0x005a485a): sun ON interior stage → useSunlightSet(0) (0x005a49f3): sun OFF DrawMeshInternal (0x0059f398) then calls minimize_object_lighting only when useSunlight==0, so indoor objects ALWAYS skip the sun regardless of whether the player's cell is windowed or sealed. Fix: add a per-instance uint SSBO (binding=6 instanceIndoor[]) whose value is IndoorObjectReceivesTorches(ParentCellId) — the same predicate AP-43 already uses for the torch gate. In mesh_modern.vert, nest the sun loop inside an additional `if (instanceIndoor[instanceIndex] == 0u)` check inside the existing `if (uLightingMode == 0)` block. Indoor objects get torches (unchanged) but now skip the sun; outdoor objects keep the sun and still get no torches. The ambient regime (UpdateSunFromSky: 0.2 sealed / sky otherwise) is untouched — it was already correct. Mechanically: _currentEntityIndoor set once per entity in ComputeEntityLightSet; appended to InstanceGroup.IndoorFlags in AppendCurrentLightSet; grown/packed/uploaded in the same cursor loop as _clipSlotData and _lightSetData; deleted in Dispose. Mode-1 draws (EnvCellRenderer) never read binding=6 — the sun loop is inside the uLightingMode==0 uniform-control-flow branch. AP-43 divergence register updated: the sun half is now per-draw (no longer a residual). Residual narrowed to the unaudited ebp_2 test in CellManager::ChangePosition (no observed impact). Tests: WbDrawDispatcherIndoorFlagTests pins IndoorObjectReceivesTorches for the spec §5 representative ids: 0xA9B40172 (Agent of Arcanum EnvCell) → 1; 0xA9B40031 (land sub-cell) → 0; 0xA9B4FFFF (landblock) → 0; null (outdoor shell) → 0; plus the boundary cases 0x0100/0x00FF. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4 changed files with 148 additions and 10 deletions
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@ -96,6 +96,15 @@ layout(std430, binding = 5) readonly buffer InstanceLightSetBuf {
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int instanceLightIdx[]; // 8 per instance; -1 = unused
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};
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// #142: per-instance "indoor" flag, 1 per instance, parallel to the binding=0
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// instance buffer (same instanceIndex). 1 = object parented to an EnvCell (skip the
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// sun — retail's useSunlight==0 interior stage); 0 = outdoor object (gets the sun).
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// Read ONLY inside the uniform `uLightingMode == 0` branch below, so the mode-1
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// (EnvCell shell) path provably never touches it — EnvCellRenderer need not bind it.
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layout(std430, binding = 6) readonly buffer InstanceIndoorBuf {
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uint instanceIndoor[];
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};
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// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal
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// alongside gl_Position. The array is sized 8 to match the CellClip plane budget
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// and the GL guarantee (GL_MAX_CLIP_DISTANCES >= 8). The host enables
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@ -190,14 +199,20 @@ vec3 accumulateLights(vec3 N, vec3 worldPos, int instanceIndex) {
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// SUN / directional — OBJECT path only (mode 0). retail's EnvCell path
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// (minimize_envcell_lighting) enables only dynamic lights, NEVER the sun, so
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// EnvCell walls (mode 1) get no directional sun wash (A7 Fix D D-4).
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// #142: within mode 0, also skip the sun for indoor objects (ParentCellId is an
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// EnvCell). This mirrors retail's per-draw-stage useSunlight toggle: the interior
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// stage runs useSunlightSet(0) (PView::DrawCells 0x005a49f3), so indoor objects
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// get no sun even in windowed buildings where the player's frame is not sun-killed.
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if (uLightingMode == 0) {
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int activeLights = int(uCellAmbient.w);
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for (int i = 0; i < 8; ++i) {
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if (i >= activeLights) break;
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if (int(uLights[i].posAndKind.w) != 0) continue; // directional only
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vec3 Ldir = -uLights[i].dirAndRange.xyz;
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float ndl = max(0.0, dot(N, Ldir));
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lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl;
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if (instanceIndoor[instanceIndex] == 0u) { // #142: outdoor objects only get the sun
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int activeLights = int(uCellAmbient.w);
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for (int i = 0; i < 8; ++i) {
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if (i >= activeLights) break;
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if (int(uLights[i].posAndKind.w) != 0) continue; // directional only
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vec3 Ldir = -uLights[i].dirAndRange.xyz;
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float ndl = max(0.0, dot(N, Ldir));
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lit += uLights[i].colorAndIntensity.xyz * uLights[i].colorAndIntensity.w * ndl;
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}
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}
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}
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