From f384d036a3e9da31a42e0230de954ce86a71c404 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 18 Jun 2026 15:35:00 +0200 Subject: [PATCH] =?UTF-8?q?docs:=20A7=20lighting=20handoff=20=E2=80=94=20F?= =?UTF-8?q?ix=20A/B/C=20shipped,=20Fix=20D=20(object=20torch=20over-bright?= =?UTF-8?q?)=20open?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Session handoff: live-cdb grounding shipped Fix A (point-light shape), Fix B (per-object selection), Fix C (sun-vector magnitude / ~32% over-bright). Fix D (outdoor objects too bright near torches) is fully grounded but BLOCKED on one capture (the building's render path) — the D3D-FF math says it'd make objects brighter, so not ported. Full cdb cheat-sheet + the contradiction + the next capture in the doc. Co-Authored-By: Claude Opus 4.8 (1M context) --- ...lighting-a7-fixABC-shipped-fixD-handoff.md | 114 ++++++++++++++++++ 1 file changed, 114 insertions(+) create mode 100644 docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md diff --git a/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md b/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md new file mode 100644 index 00000000..5af718f8 --- /dev/null +++ b/docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md @@ -0,0 +1,114 @@ +# A7 Lighting — Fix A/B/C SHIPPED, Fix D (object torch over-brightness) HANDOFF + +**Date:** 2026-06-18 **Branch:** claude/thirsty-goldberg-51bb9b (merged to main) +**Companion memory:** `claude-memory/reference_retail_ambient_values.md` (all captured +values + cdb recipes) and `reference_retail_chat_colors.md` (cdb method). + +This session made acdream's outdoor + ambient lighting retail-faithful by grounding +everything in **live cdb on the retail client** (no guessing). Three fixes shipped; +a fourth (Fix D — outdoor objects too bright near torches) is fully grounded but +**deliberately NOT implemented** because the math contradicts the observed result — +one more capture is needed first. + +## SHIPPED this session (all on `main`) + +| Fix | Commit | What | Result | +|---|---|---|---| +| **A** | `aa94ced` | point-light SHAPE: per-vertex Gouraud + faithful `calc_point_light` (wrap + norm), per-channel cap | killed the "spotlight" disc — user "way better" | +| **B** | `4345e77` | per-OBJECT light selection (`minimize_object_lighting`): each object picks its own ≤8 lights by its AABB sphere, camera-independent | killed "building lights up as you approach"; a Holtburg view has **129** point lights vs the old global cap of 8 | +| **C** | `57c1135` | sun-vector magnitude: ambient + sun were **~32% too bright** | ambient now matches retail within ~2%; user "general ambient better outside" | + +**Fix B mechanism** (for context): two new SSBOs in `mesh_modern.vert` — binding=4 +GLOBAL light array (`LightManager.PointSnapshot`), binding=5 per-instance 8-int +light set (mirrors the U.3 clip-slot SSBO). `LightManager.SelectForObject` + +`BuildPointLightSnapshot` (pure, TDD). `WbDrawDispatcher` computes each entity's +light set once per entity (like `_currentEntitySlot`), threads it parallel to the +matrices. + +**Fix C mechanism:** `SkyStateProvider.RetailSunVector` had `y = cos(P)` (≈1) — the +PRE-transform value `SkyDesc::GetLighting` writes to its arg5 (0x00500ac9), before +`LScape::set_sky_position`'s world transform. cdb read retail's actual +`LScape::sunlight = (0.2238, ~0, 0.00352)`, magnitude = DirBright. Corrected to the +world-space spherical form `DirBright × (cos P·sin H, cos P·cos H, sin P)`, +`|sunVec| == DirBright`. Feeds BOTH the ambient boost AND the sun colour, so it +dims **terrain + objects + sky** (all read the shared SceneLighting UBO). 18/18 sky +tests green (old tests pinned the inflated magnitude — updated to cdb-verified). + +## KEY LESSON: the "too purple" was NEVER a bug + +The user's side-by-side ("acdream too purple, retail neutral") was a comparison +**across different times of day**. Live cdb at the SAME game time + DayGroup proved +acdream's time, weather (DayGroup selection), AND ambient COLOR all match retail +exactly — the purple `AmbColor=(200,100,255)` is authored per-time-of-day in the +sky dat (twilight = purple, midday = neutral `(230,230,255)`). Only the *brightness* +was wrong (Fix C). Don't re-investigate the purple. + +--- + +## OPEN — Fix D: outdoor OBJECTS too bright near torches + +**Symptom (user, 2026-06-18):** the Holtburg meeting-hall walls blow out warm/bright +in acdream vs dim in retail. Fix A/B/C did NOT touch this. It's the per-object +point-light **contribution on objects**. + +### Grounded (cdb + decomp) — retail's object point-light path +`Render::config_hardware_light` (0x0059ad30) builds the `D3DLIGHT9`: +- `Diffuse = color × intensity` +- `Attenuation = (0, 1, 0)` ⇒ **1/d** (inverse-LINEAR; acdream's `calc_point_light` + is `~1/d²` via norm = distsq·d) +- `Range = falloff × rangeAdjust`, **`rangeAdjust = 1.5`** (0x00820cc4) ⇒ torch Range + = 6×1.5 = **9 m** (LARGER than acdream's falloff×1.3 = 7.8 m — range is NOT why + we're brighter) +- live `LIGHTINFO` captured: torch `type=0 intensity=100 falloff=6`; a 2nd light + `intensity=2.25 falloff=10` +- `d3d_material.Diffuse = (1,1,1)` white (decomp 0x00539774) + +### THE CONTRADICTION (resolve this FIRST next session) +By `mat(1)×color×100×(N·L)×(1/d)`, a torch 3 m away = `color×33` ⇒ retail's walls +SHOULD blow to **WHITE** — but they're **DIM**. Material diffuse, range, and +intensity are all captured and ruled out. So the scaling lives in the building's +**RENDER PATH**, which is unknown. **⚠ DO NOT port the D3D-FF model — by this math it +would make objects BRIGHTER (white), the opposite of the fix.** + +### The decisive next capture +Determine the static building's ACTUAL render path: +- **Hypothesis (a) — MOST LIKELY:** static buildings DON'T use D3D hardware lighting. + They use the `D3DPolyRender::SetStaticLightingVertexColors` BAKE (0x0059cfe0 → + `calc_point_light`), like EnvCells. The `config_hardware_light` lights I captured + were for a DIFFERENT object (player / creature / the purple PORTAL — note the + `intensity=100` could be the portal, not the wall torch). If (a) holds, acdream's + `calc_point_light` is the RIGHT model and the over-brightness is the **per-channel + cap** (`min(scale×col,col)` lets several torches each reach full colour and sum to + white) and/or **too many torches selected** per object and/or a missing clamp step. +- **Hypothesis (b):** `D3DRS_LIGHTING` off / lights not `LightEnable`'d for the + building draw. +- **How to capture:** break at `SetStaticLightingVertexColors` (0x0059cfe0) and see + whether it's called for the building's mesh (confirms the bake path); and/or + inspect the render state around the static-object `DrawIndexedPrimitive` + (`D3DRS_LIGHTING`, which lights are enabled). Also: at `config_hardware_light`, + dump WHICH object/owner the light is being configured for to identify whether the + `intensity=100` light is the torch or the portal. + +### acdream side — where the fix lands +- acdream runs `calc_point_light` (wrap/norm + per-channel cap) for ALL meshes via + `mesh_modern.vert` `pointContribution` (objects AND cells — Fix A). +- If buildings use the bake, the likely fix is in the **cap / sum / count**, not the + attenuation model. Files: `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` + (`pointContribution` + `accumulateLights`), `src/AcDream.Core/Lighting/LightManager.cs` + (`SelectForObject`), `LightBake.cs` (verbatim calc_point_light, still unwired). + +--- + +## cdb cheat-sheet (all verified this session; binary MATCHES refs/acclient.pdb) +- `bp acclient!SmartBox::SetWorldAmbientLight` (0x004530a0) — arg2=level `[esp+4]`, arg3=color32 `[esp+8]` +- `bp acclient!SkyDesc::GetLighting` (0x00500a80) — arg2=dayFraction `[esp+4]`; `dt acclient!SkyDesc @ecx present_day_group` +- `LScape::sunlight` global @ **0x00841940** (Vector3); `LScape::ambient_level` @ 0x00841770 +- `bp acclient!PrimD3DRender::config_hardware_light` (0x0059ad30) — arg4=LIGHTINFO `[esp+0x10]`; `dt acclient!LIGHTINFO dwo(@esp+0x10) type intensity falloff color` +- `rangeAdjust = 1.5` @ 0x00820cc4; `D3DPolyRender::SetStaticLightingVertexColors` @ 0x0059cfe0 +- Pattern: `.formats poi()` for floats, `dwo()` for dwords, `qd` after N hits to auto-detach (keeps retail alive). User must have retail in-world first. +- acdream probes: `ACDREAM_PROBE_LIGHT=1` (`[light]` ambient+sun line), `ACDREAM_DUMP_SKY=1` (keyframes + dayFraction + DayGroup). + +## Build / run +`dotnet build src/AcDream.App/AcDream.App.csproj -c Debug` (green). Standard +`ACDREAM_LIVE` launch env in CLAUDE.md. Close the client before rebuilding (it locks +the DLLs). 18/18 sky tests + 17/17 LightManager + 36/36 dispatcher clip-slot green.