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Author SHA1 Message Date
Erik
e4bc6de7ba chore(sky): post-merge cleanups — CullFace save/restore + stale comments
Three small hygiene items flagged by external code-review reports
during the sky/weather investigation:

1. CullFace state leak in SkyRenderer.RenderPass.
   Disabled CullFace at the start of the sky pass without restoring it
   on exit. Benign today — the global convention in this codebase is
   CullFace=off and subsequent renderers (InstancedMeshRenderer,
   StaticMeshRenderer) explicitly enable on entry / disable on exit —
   but a future caller assuming culling stays on across the sky pass
   would have silently broken. Wrap with an IsEnabled save / Enable
   restore using TextRenderer.cs's pattern.

2. Stale comment in SubMeshGpu.SurfTranslucency doc.
   Said "the shader multiplies output alpha by (1 - x)". After commit
   97fc1b5 the shader uses translucency DIRECTLY as opacity per retail
   D3DPolyRender::SetSurface at 0x59c7a6 (decomp 425255-425260).
   Updated to reflect the current formula.

3. Stale comment in sky.frag header.
   Said "fragment.a = texture.a × (1 - uTransparency) × (1 - uSurfTranslucency)".
   Updated to "× uSurfTranslucency" with citation.

Not addressed: Report 2's "uLuminosity declared but never referenced"
claim. Verified false — the uniform was already removed; the only
remaining uLuminosity references are in comments documenting the
historical removal (sky.frag header line 13-14 explicitly says
"removed 2026-04-26"). Report 2 was reading stale content.

1314 tests pass.
2026-04-27 23:34:21 +02:00
Erik
f7c9e88b6a Merge branch 'feature/sky-fixes' — sky/weather rendering retail-faithful pass
Six commits on the branch, three retail-decomp investigations
(in-house + two external code-review agents) converging on the
same root causes:

  97fc1b5 fix(sky): translucency-as-opacity + sky fog floor + additive fog-skip
  05a8a72 fix(sky): retail-faithful sun-vector magnitude for SunColor / AmbientColor
  034a684 fix(sky): partition sky pass on Properties bit 0x01, not bit 0x04
  375065b fix(meshing): Translucent flag overrides Additive blend per retail SetSurface
  646ccca feat(sky): load Setup-backed (0x020xxx) sky objects via SetupMesh.Flatten
  0c82d2c docs(issues): #28 root-caused (PES particles), #29 filed

Net effect:

  * Sun + ambient colors now use retail's |sunVec| magnitude formula
    from PrimD3DRender::UpdateLightsInternal at decomp 424118 — fixes
    blue-white sky tint at most keyframes.
  * Surface.Translucency is used DIRECTLY as opacity (not 1-x) per
    D3DPolyRender::SetSurface at decomp 425255 — fixes 3× too-bright
    cloud + correct rain alpha.
  * Sky fog re-enabled with SKY_FOG_FLOOR=0.2 mitigation — horizon
    haze visible without flat-fogging the dome at storm keyframes.
  * Additive surfaces skip fog per SetFFFogAlphaDisabled at decomp
    425295 — sun stays bright at horizon dusk/dawn.
  * Pre/post-scene partition is bit 0x01 (post-scene placement) instead
    of bit 0x04 (weather gate), per GameSky::CreateDeletePhysicsObjects
    at decomp 269036. Fixes double-rendered foreground rain.
  * Translucent flag forces alpha-blend over Additive when ClipMap is
    set, matching retail's blend resolution at decomp 425246-425260.
    Cloud surface 0x08000023 now classified correctly.
  * Setup-backed sky objects (0x020xxxxx) now load via SetupMesh.Flatten
    instead of being silently dropped by EnsureMeshUploaded.

Tests: 1227 pass.

User-visible improvements: foreground rain matches retail's
volumetric look, sky tint shifted from blue-white toward retail's
warm-gray, additive sun stays bright through horizon haze.

Outstanding:
  * Issue #28 — PES particle rendering ("aurora light play"). Now
    root-caused with implementation outline; defer to its own Phase.
  * Issue #29 — residual cloud-density gap; likely rolls into #28.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>

# Conflicts:
#	src/AcDream.App/Rendering/GameWindow.cs
2026-04-27 23:30:50 +02:00
Erik
0c82d2c9e9 docs(issues): #28 root-caused (PES particles), #29 filed (residual cloud gap)
Updated #28 (aurora effect) from "unknown root cause" to "PES
particles attached via CelestialPosition.pes_id". Includes the
verbatim retail header struct, the StarsProbe-confirmed list of
PES-bearing entries in Dereth Rainy DG3 (notably PES 0x3300042C
active 0.27-0.91, which is the user's Warmtide screenshot), the
implementation outline, and decomp pointers to
CPhysicsObj::InitPartArrayObject + CPartArray::CreateSetup.

Filed #29 for the residual cloud-density gap that remained after
this session's Translucent-override fix (commit 375065b) and Setup
wiring (commit 646ccca). Two follow-up hypotheses captured —
likely rolls into #28 once PES rendering lands.
2026-04-27 23:24:17 +02:00
Erik
646ccca85e feat(sky): load Setup-backed (0x020xxx) sky objects via SetupMesh.Flatten
Independent code review by an external agent (2026-04-27) flagged
that SkyRenderer.EnsureMeshUploaded only ever called
_dats.Get<GfxObj>(...) — every 0x020xxx Setup ID returned null and
got cached as an empty submesh list, silently dropping every
Setup-backed sky object across the Dereth Region. In Rainy DG3
alone that's 6 dropped SkyObjects (0x02000714, 0x02000BA6 ×2,
0x02000588 ×4, 0x02000589 ×3 across various time-of-day windows).

Verbatim from retail's CelestialPosition struct at acclient.h:35451:

    struct CelestialPosition {
        IDClass<...> gfx_id;
        IDClass<...> pes_id;          // particle scheduler
        float heading; float rotation;
        Vector3 tex_velocity;
        float transparent; float luminosity; float max_bright;
        unsigned int properties;
    };

Per the named retail decomp, CPhysicsObj::InitPartArrayObject (decomp
~280484) dispatches gfx_id by type prefix: type 6 → direct GfxObj,
type 7 → Setup via CPartArray::CreateSetup (decomp ~287490) which
walks Setup.Parts. Mirror that here: detect 0x020xxxxx in
EnsureMeshUploaded, route to a new EnsureSetupUploaded helper that
flattens via SetupMesh.Flatten (existing Phase-2 utility) and bakes
each part's transform into the vertex positions before upload.
Sky setups don't animate in any way that affects the static-mesh
visual we render here.

Probe extension: also added the Diffuse column to RainMeshProbe's
sky-surface audit so the (Type, Translucency, Luminosity, Diffuse)
quadruple is visible on every flag-bit row.

Visual impact at verification launch: not observable. The Setup
objects in Rainy DGs appear to be tiny placeholder meshes existing
mainly to anchor PES emitters. The dynamic "aurora-like" sheen the
user observes in retail comes from the PES particle layer, which
remains unimplemented (issue #28). Keeping this fix because the
geometry path is now decomp-correct and provides foundation for
the eventual PES wiring.

Issue #29 filed for the residual cloud-density gap. 1227 tests pass.
2026-04-27 23:24:09 +02:00
Erik
375065ba94 fix(meshing): Translucent flag overrides Additive blend per retail SetSurface
acdream's TranslucencyKindExtensions.FromSurfaceType picked Additive
first (priority order). Retail's D3DPolyRender::SetSurface at
0x0059c4d0 (decomp 425083+) has a different resolution: when the
Translucent flag (0x10) is set AND either Base1ClipMap (0x04) is set
OR the surface would otherwise be opaque (no Additive/Alpha/InvAlpha),
the blend is *forced* to (SrcAlpha, InvSrcAlpha) — i.e. standard
alpha-blend, not additive. Verbatim from decomp lines 425246-425260:

    if ((curr_surface_type & 0x10) != 0) {
        if (skipChk != 0 || ebx == 0 || arg3 == 1) {
            edi_2 = BLEND_SRCALPHA;       // src
            ebp   = BLEND_INVSRCALPHA;    // dst   ← alpha-blend
        }
        curr_alpha = _ftol2(translucency * 255);
    }

Where `arg3 == 1` is set after the Base1ClipMap branch and `ebx == 0`
is the opaque-base case in Branch 2.

Concrete impact: Dereth's inner cloud sheet GfxObj 0x01004C35 uses
surface 0x08000023 with Type=0x10114 (B1ClipMap|Translucent|Alpha|
Additive). Retail renders it alpha-blend; acdream was rendering it
additive. Additive on a dark cloud texture only brightens the
background — sun shines through unchanged — which doesn't match
retail's denser cloud appearance.

Rain surface 0x080000C5 (Type=0x10112 = B1Image|Translucent|Alpha|
Additive, NO ClipMap) hits Branch 1 → Additive, ClipMap branch is
skipped, the Translucent override doesn't fire (arg3 stays 0) → stays
Additive. Visual rain rendering is unchanged.

User reported no visible difference at the verification launch; the
remaining cloud-density gap likely lives in the PES particle layer
(issue #28). Keeping this fix because the classification is now
decomp-correct regardless of immediate visual impact — issue #29
documents the residual gap.

1227 tests pass.
2026-04-27 23:23:48 +02:00
Erik
034a684f02 fix(sky): partition sky pass on Properties bit 0x01, not bit 0x04
The pre/post-scene sky pass split was using SkyObjectData.IsWeather
(bit 0x04) — the wrong bit. Per the named retail decomp:

  GameSky::CreateDeletePhysicsObjects at 0x005073c0 / decomp 269036:
    MakeObject(this, gfx_id, &tex_velocity,
               (properties & 1),    // arg4: post-scene flag
               (properties & 4));   // arg5: weather gate

  GameSky::MakeObject at 0x00506ee0 / decomp 268656:
    if (arg4 != 0)
      AddObjectToSingleCell(result, after_sky_cell);   // post-scene
    else
      AddObjectToSingleCell(result, before_sky_cell);  // pre-scene

So bit 0x01 routes between before_sky_cell (rendered pre-scene by
GameSky::Draw(0)) and after_sky_cell (rendered post-scene by
GameSky::Draw(1)). Bit 0x04 is independent — it gates whether the
object is instantiated at all when LScape::weather_enabled is false.

In Dereth's Rainy DayGroup this matters for the rain cylinders:
  0x01004C42  Props=0x04 (bit 0x04 only)  → pre-scene + weather-gated
  0x01004C44  Props=0x05 (bits 0x01+0x04) → post-scene + weather-gated
  0x01004C35  Props=0x02 (bit 0x02 only)  → pre-scene (cloud, fog-hide)

Before this fix acdream put BOTH rain cylinders in the post-scene
pass (because both have bit 0x04). That double-rendered foreground
rain — explained why acdream's foreground rain looked thicker than
retail's. Now only 0x01004C44 is foreground; 0x01004C42 renders with
the sky dome.

Added SkyObjectData.IsPostScene (bit 0x01) with citations. Renamed
the internal RenderPass parameter weatherPass → postScenePass and
updated both the partition criterion and the -120m foreground-rain
Z offset to gate on it. Public RenderSky / RenderWeather entry
points kept their names for API stability; doc comments updated to
explain the bit semantics.

Independent confirmation from one of the user's external code-review
agents — the report's Setup-objects-silently-dropped finding is the
remaining defect in the same family (Setup IDs 0x020xxx aren't
loaded by EnsureMeshUploaded; deferred to a separate phase).

1227 tests pass.
2026-04-27 22:43:14 +02:00
Erik
05a8a7209f fix(sky): retail-faithful sun-vector magnitude for SunColor / AmbientColor
Two independent investigations (in-house decomp re-check + two
external agent reports) converged on the same root cause for the
"too blue-white sky" symptom:

acdream computed SunColor = DirColor × DirBright and AmbientColor =
AmbColor × AmbBright. Retail computes them from the magnitude of a
specially-shaped sun vector instead. Per the named retail decomp:

  SkyDesc::GetLighting at 0x00500ac9 (decomp 261343-261353):
    sunVec.x = sin(H_rad) × DirBright × cos(P_rad)
    sunVec.y = cos(P_rad)                    ← NOT scaled by DirBright
    sunVec.z = DirBright × sin(P_rad)

  PrimD3DRender::UpdateLightsInternal at 0x0059b57c (decomp 424118):
    D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²)

  SmartBox::SetWorldAmbientLight callsite at 0x0050560b (decomp 267117):
    SetWorldAmbientLight(sqrt(|sunVec|²) × 0.2 + ambient_level, ...)

Y stays unscaled by DirBright on purpose, so |sunVec| ≠ DirBright in
general — the magnitude varies with sun pitch/heading. That's what
gives retail's "sun feels stronger when it's overhead, ambient warms
up at midday" behavior we were missing.

Added SkyStateProvider.RetailSunVector(kf) that builds the vector
verbatim. SkyKeyframe.SunColor / AmbientColor now compose via |sunVec|.
SunDirectionFromKeyframe normalizes the same vector (replaces our
geometrically-clean spherical convention which didn't match retail's
deliberate Y-decoupled-from-heading shape).

Tests:
- Replaced the linear-interp assumption in
  Interpolate_BetweenKeyframes_LerpsColors with a test on the RAW
  inputs (DirColor, AmbBright, etc.) — those still lerp linearly;
  the composite SunColor doesn't, intentionally.
- Added 4 golden-value tests for the new formulas
  (RetailSunVector_AtZenith, _AtHorizonNorth,
  SunColor_UsesRetailMagnitudeNotDirBrightDirectly,
  AmbientColor_BoostsByTwentyPercentOfSunVectorLength).
- Updated stale LoadFromRegion_SunColor_IsPrepreMultipliedByBrightness
  test to LoadFromRegion_SunColor_UsesRetailSunVectorMagnitude
  with the new expected magnitude.

User visually verified — acdream's sky shifted from blue-white toward
the warm tint retail shows at the same keyframe.

1227 tests pass.
2026-04-27 22:42:53 +02:00
Erik
97fc1b51d8 fix(sky): translucency-as-opacity + sky fog floor + additive fog-skip
Three retail-faithful sky/weather composite fixes (one cohesive commit
because they touch the same per-Surface flag plumbing path).

1. Surface.Translucency is OPACITY, not (1 - opacity).
   Retail D3DPolyRender::SetSurface at 0x59c7a6 (decomp 425255-425260)
   computes `curr_alpha = _ftol2(translucency × 255)` and writes that
   directly as vertex.color.alpha. ACViewer (TextureCache.cs:142) and
   WorldBuilder (ObjectMeshManager.cs:1115) both use `1 - translucency`
   and are wrong by the same misread. Cloud surface 0x08000023 has
   Translucency=0.25; under the old (1-x) formula opacity was 0.75,
   making clouds 3× too bright vs retail. Flipped to use translucency
   directly. Gated on the Translucent flag (0x10) so non-Translucent
   surfaces (which carry Translucency=0 in the dat) keep opacity 1.0
   instead of going invisible.

2. Sky fog re-enabled with a "fog floor" mitigation.
   Disabled 2026-04-24 because Dereth sky meshes are authored at radii
   1050-1820m while storm-keyframe FogEnd is ~400m, which would saturate
   the entire dome to flat fogColor and destroy stars/moon/dome texture.
   Retail visibly DOES fog its sky, mechanism still un-pinned. Workaround:
   clamp `vFogFactor` to a minimum of SKY_FOG_FLOOR=0.2 so the dome shows
   AT LEAST 20% raw texture even at extreme distances. Tuned via dual-
   client visual comparison; preserves stars/moon while letting the
   horizon haze visibly in low-FogEnd keyframes.

3. Additive sky surfaces skip fog entirely.
   Retail D3DPolyRender::SetSurface at 0x59c882 calls
   SetFFFogAlphaDisabled(1) when the Additive flag (0x10000) is set —
   sun, moon, stars, additive cloud sheets render unfogged. Without this
   gate the sun dimmed to fog color at horizon dusk/dawn instead of
   staying bright. Plumbed via new `uApplyFog` shader uniform driven by
   the existing SubMeshGpu.IsAdditive boolean (already set from
   TranslucencyKind.Additive at upload time).

User visually verified all three vs retail screenshots in Holtburg.
Tests: 1223 pass.
2026-04-27 19:49:51 +02:00
Erik
63b50c5291 fix(sky): retail-faithful keyframe lerp — separate-channel color/bright
Retail's SkyDesc::GetLighting at 0x00500ac9 (decomp lines 261317-261331)
lerps each color channel and the brightness scalar SEPARATELY, then
multiplies post-lerp:

  arg4.r = lerp(k1.amb_color.r, k2.amb_color.r, u)
  arg4.g = lerp(k1.amb_color.g, k2.amb_color.g, u)
  arg4.b = lerp(k1.amb_color.b, k2.amb_color.b, u)
  arg3   = lerp(k1.amb_bright, k2.amb_bright, u)
  final  = (arg4.rgb * arg3, ...)

acdream pre-multiplied (color × bright) at LOAD time
(`SkyDescLoader.cs:558-559`) and then lerped the product. For any
keyframe pair where both color and brightness change, the two are
mathematically distinct. Example, k1=(white, b=0.5) k2=(black, b=1.0)
at u=0.5:
  - retail: color=gray(0.5), bright=0.75 → final = (0.375, 0.375, 0.375)
  - acdream: lerp((0.5,0.5,0.5), (0,0,0), 0.5) = (0.25, 0.25, 0.25)

For Rainy/Cloudy DayGroups transitioning between dim and bright
keyframes, this contributes to subtle brightness divergence vs retail.

Refactor:
  SkyKeyframe stores DirColor / DirBright / AmbColor / AmbBright
    SEPARATELY (raw, not pre-multiplied).
  Computed properties SunColor and AmbientColor return the
    post-multiplied product, keeping the shader uniform interface
    (uSunColor / uAmbientColor) unchanged.
  SkyStateProvider.Interpolate lerps each raw channel, then constructs
    a new SkyKeyframe whose computed properties yield the correct
    post-lerp multiply.
  SkyDescLoader now stores raw values without pre-multiplying.
  GameWindow comment updated; no functional change there.
  Default factory + tests updated to use the new constructor parameters
    with DirBright=AmbBright=1.0 (preserving exact existing behavior).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 15:02:35 +02:00
Erik
dbe6690a4e fix(time): retail-canonical month enum + absolute Portal Year + title-bar calendar
Two bugs in calendar display (the CLOCK ITSELF was already correct):

1. **Month enum had wrong order + non-retail names.** Old enum:
   Snowreap=0, ColdMeet, Leafdawning, Seedsow, Rosetide, Solclaim, ...
   At day-of-year 83 this gave month index 2 = Leafdawning. Retail's
   @timestamp at the same moment shows "Seedsow 24". Fixed enum to
   chronological order starting at year-anchor month Morningthaw, with
   retail-canonical names:
     Morningthaw=0, Solclaim, Seedsow, Leafdawning, Verdantine,
     Thistledown, Harvestgain, Leafcull, Frostfell, Snowreap,
     Coldeve, Wintersebb.
   At day-of-year 83 → month 2 = Seedsow ✓

2. **ToCalendar returned relative year, not absolute Portal Year.**
   We had AbsoluteYear() = relative_year + ZeroYear (=10) but
   ToCalendar's Calendar.Year was the relative one. So acdream's
   title bar showed "PY 106" while retail's @timestamp at the same
   tick showed "PY 116". Fixed ToCalendar to add ZeroYear so the
   exposed Calendar.Year matches retail's display.

3. **GameWindow title bar now shows the calendar.** Format mirrors
   retail's @timestamp output:
     "PY<Year> <Month> <Day> <Hour> (df=<dayFraction>)"
   Lets the user read the same fields off both clients and confirm
   clock parity directly. Drift > 1 hour = real bug.

Tests:
- Updated ToCalendar_PY10Day1_Morningthaw (renamed from PY0Day1_Snowreap)
- Updated ToCalendar_AdvancesCorrectly (Snowreap→Morningthaw etc.)
- Added regression: ToCalendar_TickAtSeedsow24Year106_MatchesRetailFormat
  pinning a retail-known tick → retail-known calendar string.

The dayFraction formula (CalcDayBegin's `arg2 + zero_time_of_year`,
decomp 0x005a6400 line 434549) was already correct; an earlier-this-
session attempt to flip the sign was reverted in this same commit's
parent. The "few minutes drift" observed in dual-client comparisons
this session was a combination of:
  - calendar label mismatch (this fix addresses)
  - slot-boundary rounding (fixes itself)
  - 1-minute wall-clock interpolation drift (within tolerance)

NOT a clock-formula bug. ISSUE #3 in docs/ISSUES.md is now misnamed
("Client clock drifts from retail"); plan to re-title or close in a
follow-up commit after the visual-divergence investigation lands.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 14:43:49 +02:00
Erik
449e9c3540 docs(issues): close #27 (cloud parity) — DONE-via-Fix-2
Cloud rendering parity with retail confirmed visually under Phase 0 of
the #27 fix plan: launched acdream with no DG override (LCG-picked
matches retail's pick), compared cloud coverage / color / edges /
movement at the same in-game time. User verdict: "Cloud and colors look
correct."

The original #27 observation from earlier in this session was a
side-effect of the broken `effEmissive=1.0` default that saturated every
sky mesh's vTint to white. That bug, plus the orthogonal `surface.Translucency`
plumbing gap, were both repaired in commit 4678b3e:
  - Fix 1 (Translucency): cloud surface 0x08000023 has Translucency=0.25,
    now plumbed end-to-end → clouds at 75% opacity instead of 100%.
  - Fix 2 (Luminosity): cloud surfaces have Luminosity=0.0, so post-fix
    they run through `vTint = ambient + sun·N·L` instead of saturating
    to white — clouds pick up the keyframe time-of-day tint.

User also flagged that acdream's clock is "a few minutes ahead" of retail
(sun higher on the horizon at the same wall-clock moment). That is the
existing #3 (`Client clock drifts from retail after ~10 minutes —
periodic TimeSync missing`), reproducing exactly as documented. Out of
scope for the sky-fixes branch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 13:18:02 +02:00
Erik
47e2c151f4 docs(issues): close #1 (foreground rain) — commits d95a8d2 + 4678b3e + 3e0da49
Rain bug from `docs/research/2026-04-26-sky-investigation-handoff.md`
fully resolved this session. Three commits sequentially landed the
retail-faithful path:

  3e0da49 — sky pass split + -120m weather Z offset
  4678b3e — Surface.Translucency + Luminosity plumbing
  d95a8d2 — delete legacy camera-attached particle emitter

Visual verification by user: rain renders as volumetric foreground,
direction matches retail when LCG-picked DayGroup matches retail's,
no cylinder rim visible looking up.

Two follow-up issues remain open from the visual-verify session:
  #27 — cloud rendering parity (Translucency=0.25 partial fix landed
        but cloud coverage still differs from retail, possibly
        keyframe-tint related)
  #28 — aurora/northern lights — research found NO evidence in retail
        decomp, references, or DG composition; either misremembered
        or emergent from cloud system at specific keyframes

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 12:06:09 +02:00
Erik
d95a8d2a55 refactor(weather): delete legacy camera-attached rain/snow particle emitter
The pre-research workaround at GameWindow.UpdateWeatherParticles +
BuildRainDesc + BuildSnowDesc was acdream's stand-in for retail's
weather rendering. It emitted billboarded particles inside a 15m disk
attached to the camera ('AttachLocal'), with a broken alpha fade
(0.3 → 0 caused rain to vanish at exact ground level — Issue #1) and a
fixed disk that visibly framed the player even at speed.

Retail rain is the world-space mesh path (SkyRenderer.RenderWeather):
  GfxObj 0x01004C42 / 0x01004C44 — hollow octagonal cylinder, 113m radius,
  815m tall, anchored at player_pos + (0, 0, -120m) per
  GameSky::UpdatePosition at 0x00506dd0 — drawn AFTER the landblock pass
  per LScape::draw at 0x00506330. Snow renders identically when a Snowy
  DayGroup is active: the partition by Properties&0x04 picks up snow
  weather meshes for free.

The legacy emitter was gated behind ACDREAM_FAKE_RAIN_PARTICLES=1 in
the previous commit (3e0da49) so the world-space path could be
A/B-compared. Visual verification this session confirmed the world-
space path is correct; deleting the legacy code removes ~120 LOC plus
the env var, the gate, the _rainEmitterHandle / _snowEmitterHandle
fields, and the _lastWeatherKind state machine.

Files affected:
  GameWindow.cs: drop UpdateWeatherParticles, BuildRainDesc, BuildSnowDesc,
  emitter-handle fields, last-weather-kind state, and the gated call site.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 12:05:12 +02:00
Erik
4678b3ee6b fix(sky): apply per-Surface Translucency + Luminosity for retail-faithful weather
Two independent brightness bugs were compounding to make rain ~6.7×
too bright at the cylinder rim, and clouds full-bright instead of
time-of-day-tinted:

**Fix 1 — Surface.Translucency was never plumbed to the shader.**

Retail's D3DPolyRender::SetSurface at 0x59c767: when the Surface's
Translucent (0x10) bit is set, its translucency float drives per-vertex
alpha (curr_alpha = ftol(0.5 × 255) = 127). ACViewer
(TextureCache.cs:142) and WorldBuilder (ObjectMeshManager.cs:1115) both
encode the same as `opacity = (1 - x)`. acdream read only Surface.Type
and Surface.Luminosity in GfxObjMesh.Build() — Surface.Translucency
(the float) was never read, never stored, never reached the shader.
For the rain Surface 0x080000C5 (Translucency=0.5) this meant rain
streaks were at full alpha=1.0 instead of 0.5 — 2× brighter than retail
under the (SrcAlpha, One) blend.

Plumbed end-to-end:
  GfxObjSubMesh.SurfTranslucency (init float, default 0)
  GfxObjMesh.Build() reads surface.Translucency next to .Luminosity
  SubMeshGpu.SurfTranslucency carries it to draw time
  SkyRenderer.RenderPass writes uniform `uSurfTranslucency`
  sky.frag final alpha: a = sampled.a × (1 - uTransparency) ×
                            (1 - uSurfTranslucency)

Bonus reach: cloud surface 0x08000023 has Translucency=0.25 → clouds
also dimmed by 25%, more retail-faithful overall.

**Fix 2 — Emissive default was 1.0 instead of the surface's actual Luminosity.**

The sky shader's `effEmissive = (luminosity > 0) ? luminosity : sub.SurfLuminosity`
fallback never fired because the local `luminosity` defaulted to 1f (always
> 0). Every sky mesh got effEmissive=1.0, saturating vTint to white before
the alpha blend. The comment claimed the fallback was active; the code
disagreed.

Empirical sky-surface LUMINOUS audit (RainMeshProbe a6e7108) found that
NO Dereth sky surface carries the SurfaceType.Luminous flag (0x40) —
the previous code comment that did was wrong. The differentiator is
purely the Surface.Luminosity FLOAT:
  dome/sun/moon: Lum=1.0 → vTint saturates → texture passthrough
  stars/clouds:  Lum=0.0 → vTint = ambient + sun·N·L → time-of-day tint
  rain:          Lum=0.1484 → faint emissive baseline + lit additions

Refactored:
  replaceLuminosity = NaN sentinel for "no replace override"
  rep.Luminosity > 0  → set replaceLuminosity to override value
  rep.MaxBright  > 0  → cap replaceLuminosity at MaxBright
  effEmissive = NaN ? sub.SurfLuminosity : replaceLuminosity

Dead uniform `uLuminosity` removed from sky.frag and SkyRenderer SetFloat
call — the redundant multiply was already commented-out earlier this
year (would have double-dimmed clouds), and the uniform value was unused
in the fragment.

Visual verification (Holtburg, live ACE, Rainy DG forced and natural
LCG-picked): rain rim is no longer visible; cloud direction matches
retail when the same DayGroup is active; sky lighting transitions through
day cycle with appropriate time-of-day tint on stars/clouds.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 12:04:55 +02:00
Erik
a6e7108122 tools(probe): extend RainMeshProbe with sky-surface LUMINOUS audit
Added per-Surface dump that decodes Type bits and prints whether the
LUMINOUS (0x40) flag is set on each. Targets all 27 sky surface IDs
referenced by Holtburg's Region — every dome variant (0x010015EE/F0/F1/F2),
the inner sky/star sheet (0x010015EF), sun (0x01001F67/0x01001348), moon
(0x01001F6A), every cloud variant (0x01004C35..0x01004C3A, 0x010015B6),
and rain (0x01004C42/0x01004C44 — control row).

Result: zero of the 27 surfaces have the LUMINOUS bit set. The previous
SkyRenderer comment that claimed dome+clouds carried the bit was wrong;
the differentiator between "self-lit texture passthrough" and
"ambient+diffuse-tinted" sky meshes is purely the Surface.Luminosity
FLOAT (1.0 dome/sun/moon, 0.0 stars/clouds, 0.1484 rain). This fed
directly into the emissive-default fix in the next commit.

Bonus finding: cloud surface 0x08000023 has Translucency=0.25 (not 0)
which the Translucency plumbing fix in the next commit will also pick
up — clouds will render at 75% opacity, matching retail's curr_alpha
derivation (D3DPolyRender::SetSurface at 0x59c767).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 12:04:23 +02:00
Erik
b8e0857b87 tools(probe): add RainMeshProbe — dumps rain mesh surface + polygons + build counts
Sibling of StarsProbe/WeatherEnumerator. Targets GfxObjs 0x01004C42 and
0x01004C44 (the two rain cylinders). For each: dumps the Surface raw
record (Type bits, Translucency, Luminosity, Diffuse, ColorValue,
OrigTextureId), every polygon's SidesType + Stippling + hasPos/hasNeg
emission flags (mirroring GfxObjMesh.Build's neg-side rule), and the
final GfxObjMesh.Build() submesh+index counts.

Built per independent code-review §5: "Run one targeted probe... if one
cylinder has more than 48 indices per side-equivalent, fix the
duplicate-side/cull behavior together with the surface-opacity uniform."

Probe results (rain_mesh_probe.log, not committed):
  Surface 0x080000C5: Type=0x10112 (Base1Image|Translucent|Alpha|Additive),
    Translucency=0.5000, Luminosity=0.1484, OrigTextureId=0x050016A6.
  Polygons: all 8 are Stippling=Positive, SidesType=None, hasNeg=False.
  Build output: 1 submesh, 24 verts, 48 indices = 8 walls × 2 tris × 3.
  → SINGLE-SIDED (the duplicate-side hypothesis is disconfirmed).

Confirmed: the rim brightness excess is purely from Translucency not
being plumbed (acdream draws rain at full alpha=1.0 instead of retail's
0.5). Bonus finding: surface.Luminosity=0.1484 is also ignored by the
renderer's `effEmissive = (luminosity > 0) ? luminosity : sub.SurfLuminosity`
fallback (the local `luminosity` defaults to 1.0 so the fallback never
fires) — but that's keyed on the LUMINOUS flag bit (0x40), which the rain
surface does NOT have. Filed as follow-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 08:50:02 +02:00
Erik
3e0da496e0 feat(sky): split SkyRenderer into pre-/post-scene passes + retail -120m weather Z offset
Bug A (foreground rain) from docs/research/2026-04-26-sky-investigation-handoff.md:
rain mesh was only visible at horizon, not in the air between camera and
character. Two retail mechanisms ported here:

1. **Render order split.** Retail's `LScape::draw` at 0x00506330 calls
   `GameSky::Draw(0)` BEFORE the landblock DrawBlock loop and
   `GameSky::Draw(1)` AFTER — i.e. weather meshes render after scene
   geometry so additive rain streaks paint on top of terrain and entities.
   Acdream was rendering both passes pre-scene, so terrain immediately
   painted over the rain.

   Refactored `SkyRenderer.Render` into `RenderSky` (filter !IsWeather)
   and `RenderWeather` (filter IsWeather) sharing a private `RenderPass`
   core that takes a `weatherPass` bool. Partition is per-SkyObject by
   `Properties & 0x04` (the WEATHER_BIT, mirroring tools/WeatherEnumerator).
   Added `SkyObjectData.IsWeather` getter for the partition.

   `GameWindow.OnRender` now calls `RenderSky` before terrain/static-mesh/
   particles (line ~4322) and `RenderWeather` after particles (line ~4368).

2. **Weather Z offset.** Retail `GameSky::UpdatePosition` at 0x00506dd0,
   lines 0x506e96..0x506e98:

       if (((eax_13 & 4) != 0 && (eax_13 & 8) == 0))
           int32_t var_4_1 = 0xc2f00000;   // 0xc2f00000 == -120.0f

   Weather objects (property bit 0x04 set, bit 0x08 unset) get their frame
   origin set to player_pos + (0, 0, -120m). The rain cylinder GfxObjs
   0x01004C42/0x01004C44 have local Z range 0.11..814.90 (815m tall, 113m
   radius). Without the offset the cylinder bottom sat just above the
   camera; with -120m the cylinder spans (camera-119.89)..(camera+694.90)
   so the camera is inside.

   `SkyRenderer.RenderPass` applies the -120m model translation when
   `weatherPass` is true (line ~253-254).

3. **Legacy camera-attached emitter gated.** `UpdateWeatherParticles` —
   the pre-research workaround that emitted camera-attached rain particles
   (broken alpha fade, fixed disk around camera) — is now gated behind
   `ACDREAM_FAKE_RAIN_PARTICLES=1`. Default off; the retail-faithful
   world-space mesh is the default path.

User-verified: rain is now visible in foreground from many perspectives,
but the cylinder's open-top rim is still visible when looking straight up.
That rim issue is a separate brightness-excess bug filed for follow-up
(Translucency float not plumbed to shader; surface.Translucency=0.5 ignored
so streaks render at 2× retail intensity).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 08:49:42 +02:00
Erik
9567597814 docs(issues): close #26 (stars-as-square) + open #27 (clouds), #28 (aurora)
Bug B from the sky-investigation handoff is fixed in 7b88fde — file the
Recently closed entry. Two new observations from the visual-verify
session that the user flagged when they could finally see the sky
clearly: cloud coverage looks faint vs retail, aurora ("northern
lights") not rendered at all. Both LOW severity (aesthetic feature
parity, not gameplay-breaking) and out of scope for the current
worktree, which is heading to Bug A (foreground rain, #1) next per
docs/research/2026-04-26-sky-investigation-handoff.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 22:57:25 +02:00
Erik
7b88fde52d fix(sky): drive wrap mode from mesh UV range — fixes Bug B (stars-as-square)
Bug B in docs/research/2026-04-26-sky-investigation-handoff.md: stars
rendered as a small square in one corner of the sky instead of stretching
across the dome.

Root cause: the wrap-mode heuristic at SkyRenderer.cs:234-237 was
"GL_CLAMP_TO_EDGE unless TexVelocity != 0". That heuristic was tuned to
fix a separate symptom (the outer dome 0x010015EE/F0/F1/F2 shows
wall-seam bleed under GL_REPEAT because of bilinear-filter sampling at
texel boundaries). But it misclassified any *static* sky object whose
mesh UVs are deliberately authored outside [0,1] to tile the texture
across the geometry.

The smoking gun: GfxObj 0x010015EF is OI-1 in EVERY DayGroup (always
loaded), has TexVelocity = 0 (no scrolling), and authors UVs in
[0.398, 4.602] (texture tiles ~4× across each face). Under
CLAMP_TO_EDGE the bulk of the inner dome sampled the texture's edge
texels; only the small region where UVs happened to fall in [0,1]
showed actual texture content. Hence "a square in one corner".

Fix:

* GfxObjMesh.Build() now scans the resulting per-vertex UVs and sets
  GfxObjSubMesh.NeedsUvRepeat true when any component lies outside
  [0,1]. Mesh-time scan, not draw-time guess.
* SubMeshGpu carries the flag through to draw time.
* SkyRenderer uses `sub.NeedsUvRepeat || obj.TexVelocity != 0` to
  decide REPEAT vs CLAMP_TO_EDGE. The dome (UVs in [0,1]) keeps
  CLAMP — no seam regression. The inner star/sky layer 0x010015EF
  (UVs outside [0,1]) gets REPEAT — texture tiles across the dome.
  Cloud meshes (UVs outside [0,1] AND non-zero TexVelocity) keep
  REPEAT via either branch.

Probe-driven: tools/StarsProbe (committed in 991fb9a) dumps every
SkyObject's geometry + UVs and flags meshes whose UV range exceeds
[0,1]. Run `dotnet run --project tools/StarsProbe -c Release` to
re-derive.

Verified visually by user against the live ACE server in Holtburg —
stars now stretch across the night sky instead of appearing as a
square in one corner. Build green, dotnet test 1222 pass.

Note: this is functionally retail-equivalent for the reported bug but
not the exact retail mechanism. Retail's GameSky::Draw at 0x00506ff0
relies on D3D's global default D3DTADDRESS_WRAP (i.e. REPEAT
everywhere). True retail-faithfulness would require investigating why
our pipeline shows seams on the dome under REPEAT (likely a bilinear
filter / non-seamless texture detail). The data-driven approach taken
here preserves working dome behavior while fixing the broken star
behavior.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 22:55:24 +02:00
Erik
991fb9a222 tools(probe): add StarsProbe to dump every SkyObject's geometry + UVs
Sibling of WeatherEnumerator/PesChainAudit. Walks every DayGroup in the
Dereth Region (0x13000000), prints each SkyObject (Properties bits,
TexVelocity, BeginTime/EndTime, gfx/pes ids), then dumps the underlying
GfxObj's vertices, UV ranges, and surfaces. The crucial diagnostic is
the per-GfxObj "UV range outside [0,1]" flag.

Built for Bug B (sky-investigation-handoff §"Bug B"): stars rendering as
a square in one corner of the sky. Smoking gun on first run: GfxObj
0x010015EF (OI-1 in every DayGroup, TexVelocity = 0) has UVs in
[0.398, 4.602] — meaning the texture tiles ~4× across each face, but
SkyRenderer's "CLAMP_TO_EDGE unless TexVelocity != 0" heuristic forces
clamp on it, so the whole inner dome samples edge texels except the
tiny region where UVs happen to fall in [0,1]. That tiny region is the
"square in one corner" the user observed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 22:19:28 +02:00
18 changed files with 1452 additions and 290 deletions

View file

@ -177,26 +177,6 @@ missing is the plugin-API surface.
---
## #1 — Rain falls only to horizon, not to the player's feet
**Status:** OPEN
**Severity:** MEDIUM
**Filed:** 2026-04-25
**Component:** weather / particles
**Description:** During Rainy DayGroups, rain particles are visible in the upper sky band but fade out before reaching the camera / ground level. Retail's rain falls all the way past the camera to the terrain.
**Root cause / status:** Unknown. Likely one of: (a) particle emitter volume too short in Z, (b) particle lifetime shorter than the time it takes to traverse emitter-top → ground, (c) emitter anchored in world-space so particles escape the player's reference frame as they fall, (d) camera-relative spawn origin is offset too high above the player.
**Files:**
- `src/AcDream.App/Rendering/GameWindow.cs``UpdateWeatherParticles` (~line 4591)
- `src/AcDream.Core/Vfx/ParticleSystem.cs` — emitter spawn config + lifetime integration
**Research:** `docs/research/deepdives/r12-weather-daynight.md` (rain mechanism — but does not pin volume / lifetime values).
**Acceptance:** Standing at 9,115 in Holtburg during a Rainy DayGroup, rain drops visibly fall all the way from the sky band past the camera to the ground level.
---
## #2 — Lightning visual not wired (dat-baked PES triggers)
@ -292,10 +272,111 @@ missing is the plugin-API surface.
---
## #28 — Aurora ("northern lights") effect not rendered
**Status:** OPEN
**Severity:** LOW (aesthetic feature-parity)
**Filed:** 2026-04-26
**Component:** sky / vfx
**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):
```c
struct CelestialPosition {
IDClass<...> gfx_id;
IDClass<...> pes_id; // ← particle scheduler ID
float heading; float rotation;
Vector3 tex_velocity;
float transparent; float luminosity; float max_bright;
unsigned int properties;
};
```
`StarsProbe` confirmed Dereth Rainy DayGroup 3 carries multiple PES-bearing entries (verified 2026-04-27). Sample for the user's observed Warmtide-Rainy state:
| OI | Gfx | **PES** | Active window | Notes |
|----|-----|---------|----|----|
| 5 | 0x02000714 | 0x330007DB | always | low-rate background |
| 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.
**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).
**Decomp pointers:**
- `CPhysicsObj::InitPartArrayObject` decomp ~280484 — dispatches type 7 to Setup loader.
- `CPartArray::CreateSetup` decomp ~287490 — Setup → Parts → optional PES wiring.
**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.
**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.
---
## #29 — Cloud surface 0x08000023 still appears thinner than retail despite blend-mode + Setup fixes
**Status:** OPEN
**Severity:** LOW (aesthetic feature-parity)
**Filed:** 2026-04-27
**Component:** sky / clouds
**Description:** User screenshot comparison showed acdream's clouds let too much sun through; retail's are denser and have a purpleish tint. Two follow-up fixes landed without visible improvement:
1. `TranslucencyKindExtensions.FromSurfaceType` now applies retail's Translucent-override at `D3DPolyRender::SetSurface` (decomp 425246-425260) — surface `0x08000023` (Type=`0x10114` = `B1ClipMap | Translucent | Alpha | Additive`) is now correctly classified as `AlphaBlend` instead of `Additive`.
2. `SkyRenderer.EnsureSetupUploaded` now loads `0x020xxxxx` Setup IDs (e.g. `0x02000588`, `0x02000589`, `0x02000714`, `0x02000BA6`) which were silently dropped. Setup parts are flattened via `SetupMesh.Flatten` and uploaded with their per-part transform baked into vertex positions.
Despite both being decomp-correct fixes, the user reports no observable visual change in dual-client comparison. Two follow-up hypotheses:
- The Setup objects are tiny placeholder meshes (one `0x010001EC` part each) that exist mainly to anchor a PES emitter — the cloud "density" / "purple sheen" the user perceives is entirely the PES particle layer, not the static mesh.
- The cloud surface might still be rendering correctly per its dat data, and what looks "thicker" in retail is the additional aurora-like PES sheen overlaid on top.
If hypothesis (a) is correct, this issue effectively rolls into **#28** — the PES rendering work would resolve both.
**Files:**
- `src/AcDream.Core/Meshing/TranslucencyKind.cs` — Translucent override
- `src/AcDream.App/Rendering/Sky/SkyRenderer.cs``EnsureSetupUploaded`
**Acceptance:** Cloud sheets look as dense/purple as retail in dual-client side-by-side. May require #28 (PES) to land first.
---
---
# Recently closed
## #27 — [DONE 2026-04-26] Cloud meshes appeared missing or faint vs retail
**Closed:** 2026-04-26
**Commit:** `4678b3e fix(sky): apply per-Surface Translucency + Luminosity for retail-faithful weather`
**Resolution:** Resolved as a side-effect of the Bug A fix. The original observation came from a session where every sky mesh got `effEmissive = 1.0` (saturated `vTint` to white), which made stars/clouds look full-bright instead of time-of-day-tinted. Fix 2 corrected the emissive default to `sub.SurfLuminosity` so cloud surfaces (Lum=0.0) now run through the ambient+diffuse vertex-lit path and pick up keyframe tint. Fix 1 separately plumbed `surface.Translucency` to the shader, picking up the 0.25 translucency on cloud surface `0x08000023` (75% opacity). Visual verification under Phase 0 of the followup plan: clouds and colors now match retail at LCG-picked DayGroups across the day cycle.
---
## #1 — [DONE 2026-04-26] Rain falls only to horizon, not to the player's feet
**Closed:** 2026-04-26
**Commits:** `3e0da49` (sky pass split + retail -120m Z offset), `4678b3e` (Surface.Translucency + Luminosity correctness), `d95a8d2` (legacy emitter delete)
**Resolution:** Two-part fix. First, rain rendering was completely re-architected to match retail's `LScape::draw` pattern at `0x00506330` — sky pass before the landblock loop (`RenderSky`), weather pass after (`RenderWeather`). Weather meshes now overlay terrain instead of being painted over. Camera anchored inside the rain cylinder via the retail-correct -120m Z offset (constant `0xc2f00000` in `GameSky::UpdatePosition` at `0x00506dd0`). Second, the per-Surface `Translucency` float (rain = 0.5) and `Luminosity` float (rain = 0.1484) were both being ignored by the renderer; plumbed end-to-end so streaks contribute at retail-correct intensity instead of 6.7× too bright. Legacy camera-attached particle emitter (`UpdateWeatherParticles` + `BuildRainDesc` + `BuildSnowDesc`) deleted; world-space mesh is the only path now. Snow rides the same fix automatically. Filed alongside two follow-up issues from the visual-verify session: `#27` (cloud rendering parity), `#28` (aurora/northern lights).
---
## #26 — [DONE 2026-04-26] Stars rendered as a square in one corner of the sky
**Closed:** 2026-04-26
**Commit:** `7b88fde fix(sky): drive wrap mode from mesh UV range — fixes Bug B (stars-as-square)`
**Resolution:** SkyRenderer's wrap-mode heuristic was `GL_CLAMP_TO_EDGE unless TexVelocity != 0`, which mis-classified the inner sky/star layer `0x010015EF` (UVs in `[0.398, 4.602]`, TexVel=0). Most of the dome sampled the texture's edge texels; only the small region where UVs fell in `[0,1]` showed actual texture content. Fixed by computing `NeedsUvRepeat` per submesh from the actual UV range during `GfxObjMesh.Build()` and driving the wrap-mode choice from that flag plus the existing scrolling check. Outer dome `0x010015EE/F0/F1/F2` (UVs strictly in `[0,1]`) keeps `CLAMP_TO_EDGE` so no seam regression. Probe `tools/StarsProbe/` (commit `991fb9a`) committed alongside as the diagnostic that found this.
---
## #25 — [DONE 2026-04-26] Phase K.3 — Settings panel + click-to-rebind UI
**Closed:** 2026-04-26

View file

@ -373,12 +373,6 @@ public sealed class GameWindow : IDisposable
private long _loadedSkyDayIndex = long.MinValue;
private AcDream.Core.World.DayGroupData? _activeDayGroup;
// Current rain/snow emitter handles — spawned on weather-kind change
// and stopped when the kind leaves Rain/Snow. Non-zero == active.
private int _rainEmitterHandle;
private int _snowEmitterHandle;
private AcDream.Core.World.WeatherKind _lastWeatherKind =
AcDream.Core.World.WeatherKind.Clear;
private double _weatherAccum;
// F7 / F10 debug-cycle steps for time + weather. Initialized out of
@ -4371,10 +4365,19 @@ public sealed class GameWindow : IDisposable
Weather.Tick(nowSeconds: _weatherAccum, dayIndex: dayIndex, dtSeconds: (float)deltaSeconds);
_weatherAccum += deltaSeconds;
// Update the rain/snow particle emitters when the weather kind
// changes. Keep the emitters fed by the ParticleSystem tick so
// visuals stay alive frame-over-frame.
UpdateWeatherParticles(atmo);
// (Pre-Bug-A code spawned camera-attached rain/snow particle
// emitters here as a workaround for missing weather-mesh
// rendering. Deleted 2026-04-26 once the retail-faithful world-
// space mesh path landed in SkyRenderer.RenderWeather. Retail
// rain is GfxObj 0x01004C42/0x01004C44 — a hollow octagonal
// cylinder anchored at player_pos + (0, 0, -120m) per
// GameSky::UpdatePosition at 0x00506dd0 — drawn after the
// landblock pass per LScape::draw at 0x00506330. There is no
// server-driven weather event and no camera-attached emitter
// in retail. Snow renders identically when a Snowy DayGroup is
// active in some other Region; the partition by Properties&0x04
// and the SkyRenderer.RenderWeather pass both pick up snow
// weather meshes for free.)
// Phase E.3: advance live particle emitters AFTER animation tick
// so emitters spawned by hooks fired this frame get integrated.
@ -4476,9 +4479,17 @@ public sealed class GameWindow : IDisposable
// celestial meshes FIRST so the rest of the scene z-tests
// on top of them (depth mask off, no depth writes). Skipped
// when indoors; dungeons fully block sky visibility.
//
// Mirrors retail's LScape::draw at 0x00506330 which calls
// GameSky::Draw(0) (sky pass) BEFORE the landblock DrawBlock
// loop and GameSky::Draw(1) (weather pass) AFTER. The split
// matters because weather meshes (the 815m-tall rain
// cylinder 0x01004C42/0x01004C44) need to overlay terrain
// and entities to look volumetric — see the post-scene
// RenderWeather call further below.
if (!cameraInsideCell)
{
_skyRenderer?.Render(camera, camPos, (float)WorldTime.DayFraction,
_skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction,
_activeDayGroup, kf);
}
@ -4514,6 +4525,20 @@ public sealed class GameWindow : IDisposable
if (_particleSystem is not null && _particleRenderer is not null)
_particleRenderer.Draw(_particleSystem, camera, camPos);
// Bug A fix (post-#26 worktree, 2026-04-26): weather sky
// meshes (Properties & 0x04, e.g. the 815m-tall rain
// cylinder 0x01004C42/0x01004C44) render AFTER the scene so
// the additive rain streaks overlay terrain and entities
// instead of being painted over by them. This is the second
// half of retail's LScape::draw split — GameSky::Draw(1)
// fires after the DrawBlock loop. Same indoor gate as the
// sky pass: weather is suppressed inside cells.
if (!cameraInsideCell)
{
_skyRenderer?.RenderWeather(camera, camPos, (float)WorldTime.DayFraction,
_activeDayGroup, kf);
}
// Debug: draw collision shapes as wireframe cylinders around the
// player so we can visually verify alignment with scenery meshes.
if (_debugCollisionVisible && _debugLines is not null)
@ -4730,12 +4755,28 @@ public sealed class GameWindow : IDisposable
// title bar. Default is true (matches pre-L.0 behaviour);
// unchecking the toggle in Display tab collapses the title
// to just "acdream" for a cleaner alt-tab experience.
//
// When perf is shown, also include the in-game calendar/time —
// matches retail's @timestamp output ("Date: <Month> <Day>,
// PY <Year> Time: <HourName>"). Uses NowTicks (server-synced
// + wall-clock interpolation) so the user can read the same
// fields off both acdream and retail and confirm clock parity
// directly. Drift > 1 hour = real bug.
bool showFps = _settingsVm?.DisplayDraft.ShowFps ?? true;
_window!.Title = showFps
? $"acdream | {fps:F0} fps | {avgFrameTime:F1} ms | "
+ $"lb {visibleLandblocks}/{totalLandblocks} visible | "
+ $"ent {entityCount} | anim {animatedCount}"
: "acdream";
if (showFps)
{
double tNow = WorldTime.NowTicks;
var titleCal = AcDream.Core.World.DerethDateTime.ToCalendar(tNow);
double df = WorldTime.DayFraction;
_window!.Title =
$"acdream | {fps:F0} fps | {avgFrameTime:F1} ms | "
+ $"lb {visibleLandblocks}/{totalLandblocks} | ent {entityCount}/anim {animatedCount} | "
+ $"PY{titleCal.Year} {titleCal.Month} {titleCal.Day} {titleCal.Hour} (df={df:F4})";
}
else
{
_window!.Title = "acdream";
}
_lastFps = fps;
_lastFrameMs = avgFrameTime;
_perfAccum = 0;
@ -5393,9 +5434,11 @@ public sealed class GameWindow : IDisposable
}
else
{
// Outdoor: full keyframe sun + ambient; colors are already
// pre-multiplied by DirBright / AmbBright inside
// SkyDescLoader so we feed them straight into the UBO.
// Outdoor: full keyframe sun + ambient. The SkyKeyframe stores
// raw DirColor + DirBright (and AmbColor + AmbBright) for
// retail-faithful per-channel keyframe interpolation; the
// computed `kf.SunColor` / `kf.AmbientColor` properties return
// the post-multiplied product the shader expects.
Lighting.Sun = new AcDream.Core.Lighting.LightSource
{
Kind = AcDream.Core.Lighting.LightKind.Directional,
@ -5411,114 +5454,6 @@ public sealed class GameWindow : IDisposable
}
}
/// <summary>
/// Keep the rain/snow camera-anchored emitters aligned with the
/// current weather state. Spawns on entry, stops on exit, with no
/// per-frame churn while the state is stable. Emitters are camera-
/// local (<see cref="AcDream.Core.Vfx.EmitterFlags.AttachLocal"/>)
/// so walking never leaves the rain volume (r12 §7).
/// </summary>
private void UpdateWeatherParticles(in AcDream.Core.World.AtmosphereSnapshot atmo)
{
if (_particleSystem is null) return;
if (atmo.Kind == _lastWeatherKind) return; // no change
// Stop any existing emitters first.
if (_rainEmitterHandle != 0)
{
_particleSystem.StopEmitter(_rainEmitterHandle, fadeOut: true);
_rainEmitterHandle = 0;
}
if (_snowEmitterHandle != 0)
{
_particleSystem.StopEmitter(_snowEmitterHandle, fadeOut: true);
_snowEmitterHandle = 0;
}
// Anchor at camera world position; AttachLocal keeps it moving.
var anchor = System.Numerics.Vector3.Zero;
if (_cameraController is not null)
{
System.Numerics.Matrix4x4.Invert(_cameraController.Active.View, out var inv);
anchor = new System.Numerics.Vector3(inv.M41, inv.M42, inv.M43);
}
switch (atmo.Kind)
{
case AcDream.Core.World.WeatherKind.Rain:
case AcDream.Core.World.WeatherKind.Storm:
_rainEmitterHandle = _particleSystem.SpawnEmitter(
BuildRainDesc(), anchor);
break;
case AcDream.Core.World.WeatherKind.Snow:
_snowEmitterHandle = _particleSystem.SpawnEmitter(
BuildSnowDesc(), anchor);
break;
}
_lastWeatherKind = atmo.Kind;
}
/// <summary>
/// Rain emitter tuned per r12 §7: streaks falling at ~50 m/s with
/// a slight wind bias, 500 drops/sec, 2000 max alive, 1.2s life so
/// drops cover the ~60m fall at terminal velocity.
/// </summary>
private static AcDream.Core.Vfx.EmitterDesc BuildRainDesc() => new()
{
DatId = 0xFFFF_0001u, // synthetic id
Type = AcDream.Core.Vfx.ParticleType.LocalVelocity,
Flags = AcDream.Core.Vfx.EmitterFlags.AttachLocal |
AcDream.Core.Vfx.EmitterFlags.Billboard,
EmitRate = 500f,
MaxParticles = 2000,
LifetimeMin = 1.0f,
LifetimeMax = 1.4f,
OffsetDir = new System.Numerics.Vector3(0, 0, 1),
MinOffset = 0f,
MaxOffset = 50f,
SpawnDiskRadius = 15f,
InitialVelocity = new System.Numerics.Vector3(0.5f, 0f, -50f),
VelocityJitter = 2f,
Gravity = System.Numerics.Vector3.Zero,
StartColorArgb = 0x40B0C0E0u,
EndColorArgb = 0x20B0C0E0u,
StartAlpha = 0.3f,
EndAlpha = 0f,
StartSize = 0.05f,
EndSize = 0.05f,
};
/// <summary>
/// Snow emitter tuned per r12 §8: slow fall at ~2 m/s, tumbling
/// sideways drift, small billboards, 100 flakes/sec, long lifespan.
/// </summary>
private static AcDream.Core.Vfx.EmitterDesc BuildSnowDesc() => new()
{
DatId = 0xFFFF_0002u,
Type = AcDream.Core.Vfx.ParticleType.LocalVelocity,
Flags = AcDream.Core.Vfx.EmitterFlags.AttachLocal |
AcDream.Core.Vfx.EmitterFlags.Billboard,
EmitRate = 100f,
MaxParticles = 1000,
LifetimeMin = 4f,
LifetimeMax = 8f,
OffsetDir = new System.Numerics.Vector3(0, 0, 1),
MinOffset = 0f,
MaxOffset = 30f,
SpawnDiskRadius = 15f,
InitialVelocity = new System.Numerics.Vector3(0.3f, 0.2f, -2f),
VelocityJitter = 0.8f,
Gravity = System.Numerics.Vector3.Zero,
StartColorArgb = 0xE0FFFFFFu,
EndColorArgb = 0x80FFFFFFu,
StartAlpha = 0.85f,
EndAlpha = 0.3f,
StartSize = 0.08f,
EndSize = 0.06f,
};
// ── Phase I.2 — DebugPanel helpers ────────────────────────────────
//
// The ImGui DebugPanel reads through DebugVM closures that ask

View file

@ -2,17 +2,18 @@
// Sky mesh fragment shader — final composite matching retail's
// D3D fixed-function:
//
// fragment.rgb = texture.rgb × vTint × uLuminosity + lightning_flash
// fragment.a = texture.a × (1 - uTransparency)
// fragment.rgb = texture.rgb × vTint + lightning_flash
// fragment.a = texture.a × (1 - uTransparency) × uSurfTranslucency
// (uSurfTranslucency is OPACITY directly per retail's
// D3DPolyRender::SetSurface at 0x59c7a6, NOT 1-x)
//
// vTint arrives from the vertex shader with retail's per-vertex
// lighting formula baked in (Emissive + lightAmbient + lightDiffuse ×
// max(N·L, 0)) — see sky.vert for the decompile citation.
//
// uLuminosity is the per-keyframe SkyObjectReplace.Luminosity override
// (0..1, /100 in SkyDescLoader). It's a SEPARATE field from the
// Surface.Luminosity that feeds uEmissive in the vertex shader — they
// compose multiplicatively in retail too.
// max(N·L, 0)) — see sky.vert for the decompile citation. The keyframe
// SkyObjectReplace.Luminosity override is folded into uEmissive on the
// CPU side (SkyRenderer.cs) so vTint already saturates properly for
// bright keyframes; the previous shader had a redundant uLuminosity
// multiply that was double-dimming clouds, removed 2026-04-26.
//
// See `docs/research/2026-04-23-sky-material-state.md`.
@ -22,8 +23,20 @@ in float vFogFactor; // 1 = no fog (near), 0 = full fog color (far)
out vec4 fragColor;
uniform sampler2D uDiffuse;
uniform float uTransparency; // 0 = fully visible, 1 = fully transparent
uniform float uLuminosity; // SkyObjectReplace.Luminosity override (0..1)
uniform float uTransparency; // 0 = fully visible, 1 = fully transparent
// 1.0 = apply fog mix to this submesh; 0.0 = skip fog (Additive sky
// surfaces — sun/moon/stars per retail SetFFFogAlphaDisabled(1) at
// D3DPolyRender::SetSurface 0x59c882). Set per-submesh on the CPU side.
uniform float uApplyFog;
// Surface.Translucency float (0..1) used DIRECTLY as opacity (NOT 1-x).
// Distinct from uTransparency (per-keyframe Replace override). Retail
// D3DPolyRender::SetSurface at 0x59c7a6 (decomp 425255-425260) reads
// Surface.Translucency when the Translucent (0x10) bit is set and feeds
// _ftol2(translucency × 255) directly as vertex alpha. ACViewer
// (TextureCache.cs:142) + WorldBuilder (ObjectMeshManager.cs:1115) both
// invert it (1-x) and are wrong. For non-Translucent surfaces the CPU
// side (GfxObjMesh.Build) sets uSurfTranslucency = 1.0 ⇒ no effect.
uniform float uSurfTranslucency;
// Shared SceneLighting UBO — fog params drive the mix, flash channel
// bumps sky brightness during lightning strikes. Matches sky.vert's
@ -45,24 +58,45 @@ layout(std140, binding = 1) uniform SceneLighting {
void main() {
vec4 sampled = texture(uDiffuse, vTex);
// Composite: texture × per-vertex lit.
// `rep.Luminosity` is now pushed into `uEmissive` on the CPU side
// (SkyRenderer.cs) so `vTint` already saturates properly for bright
// keyframes. Multiplying by uLuminosity again here would dim the
// result — a BUG that was making clouds render as grey instead of
// white. Retail's fragment formula (FUN_0059da60 non-luminous
// branch) is texture × litColor × vertex.color(=white), so just
// `texture × vTint` is the retail-faithful composite.
// Composite: texture × per-vertex lit. Replace.Luminosity (per
// keyframe) and Surface.Luminosity are both folded into uEmissive
// on the CPU side (SkyRenderer.cs) so vTint already carries the
// right tint for the time-of-day. Retail's fragment formula
// (FUN_0059da60 non-luminous branch) is texture × litColor ×
// vertex.color(=white), so `texture × vTint` is the retail-faithful
// composite.
vec3 rgb = sampled.rgb * vTint;
// Retail vertex fog: lerp(fogColor, scene, fogFactor). DISABLED
// 2026-04-24 — Dereth sky meshes are authored at radii 10501820m
// while the midnight keyframe's FogEnd is only 400m. Every sky
// pixel was getting swamped to `uFogColor` (dark navy) — which
// destroyed stars, moon, and the dome's night texture. Retail's
// render path must use a different fog range for sky vs terrain;
// until that's pinned, skip the fog mix on sky entirely.
// rgb = mix(uFogColor.rgb, rgb, vFogFactor);
// Retail-faithful sky fog mix with a "fog floor" mitigation:
//
// Dereth sky meshes are authored at radii 10501820m. At midnight
// (storm keyframes FogEnd ~400m) the raw vFogFactor saturates to 0
// for every dome pixel — `mix(fogColor, rgb, 0)` would render the
// entire dome as flat fogColor, destroying stars / moon / texture.
// That was the reason fog was disabled on sky 2026-04-24 (issue #4).
//
// Retail clearly DOES apply fog to its sky meshes — distant horizon
// mountains and the dome itself fade toward the fog color in retail
// screenshots. Mechanism unknown (sky-specific FogEnd? elevation-
// weighted? different formula?). Until pinned, the workaround is
// a clamp on the minimum fog factor so the dome NEVER mixes more
// than (1 - SKY_FOG_FLOOR) toward fogColor — preserves stars/moon
// while still letting the horizon haze visibly in low-FogEnd
// keyframes.
//
// SKY_FOG_FLOOR=0.2 means dome shows AT LEAST 20% raw texture, AT
// MOST 80% fog color even at extreme distances. Tuned via dual-
// client visual comparison 2026-04-27 — adjust if night sky goes
// back to flat-fog or stays too vivid vs retail.
// Skip fog mix entirely on Additive surfaces (sun, moon, stars,
// additive cloud sheets) — retail's SetFFFogAlphaDisabled(1) at
// D3DPolyRender::SetSurface 0x59c882. Without this gate the sun
// dims to fog color at horizon, which doesn't match retail.
if (uApplyFog > 0.5) {
const float SKY_FOG_FLOOR = 0.2;
float skyFogFactor = max(vFogFactor, SKY_FOG_FLOOR);
rgb = mix(uFogColor.rgb, rgb, skyFogFactor);
}
// Lightning additive bump — client-driven during storm flashes.
// NOTE: the exact retail mechanism for lightning visual is still
@ -79,7 +113,24 @@ void main() {
float cap = mix(1.0, 3.0, clamp(flash, 0.0, 1.0));
rgb = min(rgb, vec3(cap));
float a = sampled.a * (1.0 - uTransparency);
// Final fragment alpha:
// uTransparency — keyframe-replace transparency override (0..1).
// 0 = fully visible, 1 = fully transparent.
// Applied as (1 - x).
// uSurfTranslucency — the dat's Surface.Translucency value when the
// Translucent flag is set, else 1.0. Despite the
// name, retail uses this as OPACITY directly (per
// D3DPolyRender::SetSurface at 0x59c7a6 which
// writes _ftol2(translucency × 255) into vertex
// alpha). Multiply directly — NOT (1 - x).
//
// For the rain mesh 0x01004C42/4C44 (translucency=0.5): a = 1*1*0.5 = 0.5
// matches retail curr_alpha=127, halves the additive streak.
// For cloud surface 0x08000023 (translucency=0.25): a = 1*1*0.25 = 0.25
// matches retail curr_alpha=63, dim cloud (was 3× too bright with
// the previous 1-x formula).
// For non-Translucent surfaces uSurfTranslucency = 1.0, no effect.
float a = sampled.a * (1.0 - uTransparency) * uSurfTranslucency;
if (a < 0.01) discard;
fragColor = vec4(rgb, a);
}

View file

@ -70,8 +70,18 @@ public sealed unsafe class SkyRenderer : IDisposable
}
/// <summary>
/// Draw the sky for this frame. Called FIRST in the render loop —
/// terrain / meshes / debug lines / overlay land on top.
/// Draw all NON-WEATHER sky objects (dome, sun, moon, stars, clouds —
/// every <c>SkyObject</c> with <c>Properties &amp; 0x04 == 0</c>).
/// Called BEFORE the scene; terrain / meshes / debug lines / overlay
/// land on top via depth-test.
///
/// <para>
/// Mirrors the first half of retail's <c>LScape::draw</c> at
/// <c>0x00506330</c>: that function calls <c>GameSky::Draw(0)</c>
/// (sky pass) before the landblock loop, then <c>GameSky::Draw(1)</c>
/// (weather pass) after. acdream splits the same way — see
/// <see cref="RenderWeather"/> for the post-scene companion.
/// </para>
///
/// <para>
/// Each submesh renders with retail's per-vertex lighting formula:
@ -91,12 +101,57 @@ public sealed unsafe class SkyRenderer : IDisposable
/// field.
/// </para>
/// </summary>
public void Render(
public void RenderSky(
ICamera camera,
Vector3 cameraWorldPos,
float dayFraction,
DayGroupData? group,
SkyKeyframe keyframe)
=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe, postScenePass: false);
/// <summary>
/// Draw the POST-SCENE sky objects (the foreground rain mesh
/// <c>0x01004C44</c> on Rainy DayGroups, plus any other SkyObject with
/// <c>Properties &amp; 0x01 != 0</c>). Called AFTER the scene so these
/// meshes paint on top of terrain and entities — retail-faithful order
/// from <c>LScape::draw</c> at <c>0x00506330</c>, where
/// <c>GameSky::Draw(1)</c> fires after the <c>DrawBlock</c> loop and
/// renders the <c>after_sky_cell</c> contents. With depth-test
/// disabled and additive blend (the rain Surface flag includes
/// Additive), the 815m-tall rain cylinder's bright streak texels add
/// over the scene — making rain appear in the air between camera and
/// character instead of only at the horizon.
/// <para>
/// Method name kept as <c>RenderWeather</c> for API stability; the
/// pass actually partitions on <see cref="SkyObjectData.IsPostScene"/>
/// (Properties bit <c>0x01</c>), not <see cref="SkyObjectData.IsWeather"/>
/// (bit <c>0x04</c>). The two bits are independent in retail per
/// <c>GameSky::CreateDeletePhysicsObjects</c> at <c>0x005073c0</c>.
/// </para>
/// </summary>
public void RenderWeather(
ICamera camera,
Vector3 cameraWorldPos,
float dayFraction,
DayGroupData? group,
SkyKeyframe keyframe)
=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe, postScenePass: true);
/// <summary>
/// Shared pass for <see cref="RenderSky"/> and <see cref="RenderWeather"/>.
/// Sets up the same GL state for both (depth-test off, additive +
/// alpha-blend per submesh, camera-anchored translation) and iterates
/// only the SkyObjects matching the requested partition by
/// <see cref="SkyObjectData.IsPostScene"/> — bit <c>0x01</c> per the
/// retail decomp at <c>GameSky::MakeObject</c> (<c>0x00506ee0</c>).
/// </summary>
private void RenderPass(
ICamera camera,
Vector3 cameraWorldPos,
float dayFraction,
DayGroupData? group,
SkyKeyframe keyframe,
bool postScenePass)
{
if (group is null || group.SkyObjects.Count == 0) return;
@ -131,6 +186,14 @@ public sealed unsafe class SkyRenderer : IDisposable
// Save + override GL state.
_gl.DepthMask(false);
_gl.Disable(EnableCap.DepthTest);
// Save + disable CullFace for the sky pass; restore at the end.
// Mirrors TextRenderer.cs's save/restore pattern. Without this the
// sky pass left CullFace disabled regardless of its prior state,
// which is benign today (the global convention in this codebase is
// off and subsequent renderers manage their own CullFace) but
// would break the moment any future caller assumes back-face
// culling stays on across the sky pass.
bool wasCullFace = _gl.IsEnabled(EnableCap.CullFace);
_gl.Disable(EnableCap.CullFace);
_gl.Enable(EnableCap.Blend);
// Default blend — overridden per-submesh inside the inner loop.
@ -149,20 +212,51 @@ public sealed unsafe class SkyRenderer : IDisposable
for (int i = 0; i < group.SkyObjects.Count; i++)
{
var obj = group.SkyObjects[i];
// Partition by post-scene flag (Properties bit 0x01) — the
// caller chose either the pre-scene sky pass (bit clear) or
// the post-scene pass (bit set). Mirrors retail
// GameSky::CreateDeletePhysicsObjects at 0x005073c0 / decomp
// line 269036 which routes (Properties & 1) into
// before_sky_cell vs after_sky_cell, and GameSky::Draw at
// 0x00506ff0 which renders those cells in the two passes.
// NOTE: bit 0x04 (IsWeather) is independent — it gates whether
// the object is instantiated when weather_enabled is false.
// Earlier acdream incorrectly used IsWeather for this
// partition, putting the outer rain cylinder 0x01004C42
// (Props=0x04, NO bit 0x01) into the post-scene pass with the
// foreground rain — double-thick rain not matching retail.
if (obj.IsPostScene != postScenePass) continue;
if (!obj.IsVisible(dayFraction)) continue;
// Apply per-keyframe replace overrides.
uint gfxObjId = obj.GfxObjId;
float headingDeg = 0f;
float transparent = 0f;
float luminosity = 1f;
// Replace-override luminosity. Stays NaN when there is no
// replace entry or none of the keyframe's overrides are set,
// and that NaN is the signal to fall back to the surface's
// authored Luminosity at draw time. This replaces the previous
// `luminosity = 1f` default which masked the surface value
// because the `(luminosity > 0) ? luminosity : sub.SurfLuminosity`
// fallback at the inner loop never fired (1f is always > 0).
// RainMeshProbe (committed b8e0857) confirmed empirically that
// NO Dereth sky surface carries the SurfaceType.Luminous flag
// bit (0x40) — the differentiator is purely the float field.
float replaceLuminosity = float.NaN;
if (replaces.TryGetValue((uint)i, out var rep))
{
if (rep.GfxObjId != 0) gfxObjId = rep.GfxObjId;
if (rep.Rotate != 0f) headingDeg = rep.Rotate;
transparent = Math.Clamp(rep.Transparent, 0f, 1f);
if (rep.Luminosity > 0f) luminosity = rep.Luminosity;
if (rep.MaxBright > 0f) luminosity = MathF.Min(luminosity, rep.MaxBright);
if (rep.Luminosity > 0f) replaceLuminosity = rep.Luminosity;
// MaxBright is a CAP: even if the surface authored Lum=1.0,
// a per-keyframe MaxBright trims it. When no explicit
// Luminosity replace exists, MaxBright still acts as the
// ceiling (applied against sub.SurfLuminosity at draw time).
if (rep.MaxBright > 0f)
replaceLuminosity = float.IsNaN(replaceLuminosity)
? rep.MaxBright
: MathF.Min(replaceLuminosity, rep.MaxBright);
}
if (gfxObjId == 0) continue;
@ -177,6 +271,26 @@ public sealed unsafe class SkyRenderer : IDisposable
* Matrix4x4.CreateRotationZ(-headingRad)
* Matrix4x4.CreateRotationY(-rotationRad);
// Retail weather Z-offset (GameSky::UpdatePosition at
// 0x00506dd0, decomp lines 0x506e96..0x506e98):
//
// if (((eax_13 & 4) != 0 && (eax_13 & 8) == 0))
// int32_t var_4_1 = 0xc2f00000; // 0xc2f00000 == -120.0f
//
// Weather objects (property bit 0x04 set, bit 0x08 unset)
// have their frame origin set to player_pos + (0, 0, -120m).
// The rain cylinder GfxObjs 0x01004C42/0x01004C44 have local
// Z range 0.11..814.90 (815m tall, 113m radius). Without the
// offset the cylinder bottom sits at z=0.11 ABOVE the camera
// (skyView translation is zeroed so model-origin == camera);
// looking horizontally shows nothing, looking up shows a
// distant cylinder. With -120m the cylinder spans z =
// (camera-119.89)..(camera+694.90) in view space — camera
// is inside, looking in any direction shows surrounding
// walls — the volumetric foreground-rain look retail has.
if (postScenePass)
model = model * Matrix4x4.CreateTranslation(0f, 0f, -120f);
_shader.SetMatrix4("uModel", model);
// UV scroll accumulates real-time × velocity. Wrap to [0, 1]
@ -186,7 +300,6 @@ public sealed unsafe class SkyRenderer : IDisposable
float vOffset = (obj.TexVelocityY * secondsSinceStart) % 1f;
_shader.SetVec2("uUvScroll", new Vector2(uOffset, vOffset));
_shader.SetFloat("uTransparency", transparent);
_shader.SetFloat("uLuminosity", luminosity);
EnsureMeshUploaded(gfxObjId);
if (!_gpuByGfxObj.TryGetValue(gfxObjId, out var subMeshes)) continue;
@ -205,34 +318,85 @@ public sealed unsafe class SkyRenderer : IDisposable
else
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
// Emissive source: retail's FUN_0059da60 for non-luminous
// surfaces writes rep.Luminosity into D3DMATERIAL9.Emissive
// (via material cache +0x3c). This PROMOTES bright-keyframe
// clouds into the self-lit term so the litColor saturates
// and the texture renders at full brightness rather than
// being dimmed by a per-fragment multiply.
// Emissive source picks the surface's authored Luminosity by
// default; the per-keyframe replace data can OVERRIDE
// (rep.Luminosity > 0) or CAP (rep.MaxBright). This matches
// retail's FUN_0059da60: surface.Luminosity → D3DMATERIAL.Emissive
// (via material cache +0x3c), with the keyframe replace
// promoting bright-keyframe clouds when the keyframe asks.
//
// If no rep.Luminosity override: fall back to the Surface's
// static Luminosity (1.0 for dome/sun/moon → saturates;
// 0.0 for stars → stays ambient-lit, correct retail look).
float effEmissive = (luminosity > 0f) ? luminosity : sub.SurfLuminosity;
// Empirical Dereth sky surfaces (RainMeshProbe, b8e0857):
// dome/sun/moon → Lum=1.0 → vTint saturates → texture
// passthrough (correct retail look);
// stars/clouds → Lum=0.0 → vTint = ambient + diffuse →
// picks up the time-of-day tint;
// rain → Lum=0.1484 → faint emissive baseline,
// ambient+diffuse adds atmospheric tint.
//
// Pre-fix: the replace-override variable defaulted to 1f and
// the fallback `(luminosity > 0) ? luminosity : sub.SurfLuminosity`
// never fired — every sky mesh got effEmissive=1.0,
// saturating vTint. That made stars/clouds look full-bright
// instead of time-of-day-tinted, and made rain streaks
// 6.7× too bright (one of two factors compounding the
// foreground-rim visibility bug).
float effEmissive = float.IsNaN(replaceLuminosity)
? sub.SurfLuminosity
: replaceLuminosity;
_shader.SetFloat("uEmissive", effEmissive);
// Retail per-Surface translucency override (D3DPolyRender::SetSurface
// at 0x59c7a6, decomp 425255-425260): when the Surface's
// Translucent (0x10) bit is set, retail computes
// curr_alpha = _ftol2(translucency × 255) and writes it as vertex
// alpha — i.e. the dat's Translucency float is the OPACITY
// directly, NOT inverted. ACViewer and WorldBuilder both invert
// it (1 - x) and are wrong by the same misread. The shader uses
// it directly as an opacity multiplier; for non-Translucent
// surfaces the GfxObjMesh.Build() path keeps SurfTranslucency=1.0
// (no effect). Critical for rain (Translucency=0.5 → opacity 0.5)
// and clouds (Translucency=0.25 → opacity 0.25, dim like retail).
_shader.SetFloat("uSurfTranslucency", sub.SurfTranslucency);
// Retail D3DPolyRender::SetSurface at 0x59c882 calls
// SetFFFogAlphaDisabled(1) when the Additive flag (0x10000)
// is set on the Surface — so the sun, moon, stars, and any
// additive cloud sheet are drawn WITHOUT fog. Skipping fog
// on additive surfaces keeps the sun bright at horizon
// dusk/dawn (where fog would otherwise dim it to fog color).
// Non-additive sky meshes (the dome, opaque cloud layers)
// still mix toward fog with the floor mitigation in sky.frag.
_shader.SetFloat("uApplyFog", sub.IsAdditive ? 0f : 1f);
uint tex = _textures.GetOrUpload(sub.SurfaceId);
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, tex);
// Sky meshes need per-object wrap mode. The dome is 5 flat
// walls meeting at edges — under GL_REPEAT any UV drift
// past [0,1] wraps to the opposite edge of the texture,
// drawing a visible line along each wall seam. Static
// sky GfxObjs (dome, sun, moon, stars) should use
// CLAMP_TO_EDGE to avoid that bleed. Scrolling cloud
// layers (TexVelocity != 0) still need REPEAT so the
// animated UV offset wraps correctly. Detection heuristic:
// non-zero TexVelocity on either axis ⇒ scrolling layer.
bool scrolling = obj.TexVelocityX != 0f || obj.TexVelocityY != 0f;
int wrapMode = scrolling
// Sky meshes need per-object wrap mode driven by the
// mesh's authored UV range, not by TexVelocity:
// * The outer dome (0x010015EE/F0/F1/F2) authors UVs
// strictly in [0,1]. Under GL_REPEAT the bilinear
// filter at wall-seam edges would average a texel
// near the right edge with one near the left edge of
// the texture, drawing a visible "bleed line" along
// every dome seam. CLAMP_TO_EDGE avoids that.
// * The inner sky/star layer (0x010015EF) and the
// cloud meshes (0x010015B6, 0x01004C36 etc) author
// UVs that deliberately exceed [0,1] (~0.4..4.6) so
// the texture tiles across the geometry. CLAMP_TO_EDGE
// would clamp ~99% of the surface to a single edge
// texel, leaving only a small "square" where UVs
// happen to fall in [0,1] (Bug B in
// docs/research/2026-04-26-sky-investigation-handoff.md).
// The mesh builder pre-computes NeedsUvRepeat from the
// actual UV range so the right answer is data-driven.
// Scrolling clouds are also forced to REPEAT (the running
// UV offset can drift outside [0,1] regardless of authored
// range, and they'd show their own seam bleed otherwise).
bool needsRepeat = sub.NeedsUvRepeat
|| obj.TexVelocityX != 0f
|| obj.TexVelocityY != 0f;
int wrapMode = needsRepeat
? (int)TextureWrapMode.Repeat
: (int)TextureWrapMode.ClampToEdge;
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, wrapMode);
@ -250,6 +414,7 @@ public sealed unsafe class SkyRenderer : IDisposable
_gl.Disable(EnableCap.Blend);
_gl.DepthMask(true);
_gl.Enable(EnableCap.DepthTest);
if (wasCullFace) _gl.Enable(EnableCap.CullFace);
_gl.BindVertexArray(0);
}
@ -283,14 +448,53 @@ public sealed unsafe class SkyRenderer : IDisposable
}
/// <summary>
/// Lazy GfxObj build — reuses <see cref="GfxObjMesh"/> so the
/// pos/neg polygon splitting logic stays consistent with the main
/// static-mesh pipeline. Most sky meshes are single-surface.
/// Lazy mesh build for a sky object. Handles two cases:
/// <list type="bullet">
/// <item><description>
/// <c>0x010xxxxx</c> — direct <see cref="GfxObj"/>. Reuses
/// <see cref="GfxObjMesh.Build"/> so the pos/neg polygon
/// splitting logic stays consistent with the main static-mesh
/// pipeline. Most sky meshes are single-surface.
/// </description></item>
/// <item><description>
/// <c>0x020xxxxx</c> — <see cref="Setup"/>. The agent at
/// 2026-04-27 found these Setup-backed sky objects (e.g.
/// <c>0x02000588</c>, <c>0x02000589</c>, <c>0x02000714</c>,
/// <c>0x02000BA6</c>) were silently dropped: every cache miss
/// fell into the GfxObj branch, returned null, and got cached
/// as an empty submesh list. Per the named retail decomp
/// <c>CPhysicsObj::InitPartArrayObject</c> at <c>0x0050ed40</c>
/// dispatches type 7 to <c>CPartArray::CreateSetup</c>
/// (decomp 280484) which loads the Setup and walks its parts.
/// We mirror that here: <see cref="SetupMesh.Flatten"/> walks
/// <c>Setup.Parts</c> at the default placement frame and
/// <see cref="GfxObjMesh.Build"/> produces submeshes for each
/// part. Per-part transforms are baked into vertex positions
/// (sky setups are static — no animation needed for the static
/// mesh half of the visual).
/// </description></item>
/// </list>
/// <para>
/// Even with this fix the visible aurora-style sheen most retail
/// rainy/cloudy setups produce comes from the <c>pes_id</c> field
/// on each <see cref="DatReaderWriter.Types.SkyObject"/> (a Particle
/// Effect Schedule) — that's a separate Phase-level feature.
/// Rendering the Setup's static parts here is the geometry half;
/// the dynamic particle half is deferred.
/// </para>
/// </summary>
private void EnsureMeshUploaded(uint gfxObjId)
{
if (_gpuByGfxObj.ContainsKey(gfxObjId)) return;
// Setup-backed sky object: walk Setup.Parts and bake per-part
// transforms into the per-vertex positions. See doc comment above.
if ((gfxObjId & 0xFF000000u) == 0x02000000u)
{
EnsureSetupUploaded(gfxObjId);
return;
}
// DatCollection isn't thread-safe and the streaming loader can be
// actively reading a shared DatBinReader buffer; sky meshes are
// loaded on the render thread but GfxObj.Unpack can race with the
@ -331,6 +535,71 @@ public sealed unsafe class SkyRenderer : IDisposable
_gpuByGfxObj[gfxObjId] = gpuList;
}
/// <summary>
/// Setup-backed sky object loader. Walks <see cref="Setup.Parts"/> at
/// the default placement frame, builds submeshes via
/// <see cref="GfxObjMesh.Build"/>, and bakes the per-part transform
/// into the vertex positions before upload. Static-pose only — sky
/// setups don't animate in any meaningful way for the visual we care
/// about (the dynamic look comes from <c>pes_id</c> particles, not
/// the underlying mesh).
/// <para>
/// Mirrors retail's <see cref="CPhysicsObj.InitPartArrayObject"/> at
/// decomp <c>280484</c> dispatching type 7 → <c>CPartArray::CreateSetup</c>
/// → <c>CSetup::SetSetupID</c>, which loads the setup and instantiates
/// each part as a separate <c>CPhysicsObj</c> child. We collapse the
/// children into a flat submesh list because the sky pass renders
/// without per-part transforms anyway.
/// </para>
/// </summary>
private void EnsureSetupUploaded(uint setupId)
{
Setup? setup = null;
try { setup = _dats.Get<Setup>(setupId); }
catch { setup = null; }
if (setup is null)
{
_gpuByGfxObj[setupId] = new List<SubMeshGpu>();
return;
}
var parts = SetupMesh.Flatten(setup);
var allSubs = new List<SubMeshGpu>(parts.Count);
foreach (var partRef in parts)
{
GfxObj? partGfx = null;
try { partGfx = _dats.Get<GfxObj>(partRef.GfxObjId); }
catch { partGfx = null; }
if (partGfx is null) continue;
System.Collections.Generic.IReadOnlyList<GfxObjSubMesh>? partSubs = null;
try { partSubs = GfxObjMesh.Build(partGfx, _dats); }
catch { partSubs = null; }
if (partSubs is null) continue;
// Bake the part's local transform into the vertices. For sky
// setups we don't expect non-uniform scale, so transforming
// normals as directions is fine; if a future sky setup ever
// breaks that assumption we'd need an inverse-transpose here.
var partTx = partRef.PartTransform;
foreach (var sub in partSubs)
{
var transformed = new Vertex[sub.Vertices.Length];
for (int i = 0; i < sub.Vertices.Length; i++)
{
var v = sub.Vertices[i];
var p = Vector3.Transform(v.Position, partTx);
var n = Vector3.Normalize(Vector3.TransformNormal(v.Normal, partTx));
transformed[i] = v with { Position = p, Normal = n };
}
var rebuilt = sub with { Vertices = transformed };
allSubs.Add(UploadSubMesh(rebuilt));
}
}
_gpuByGfxObj[setupId] = allSubs;
}
/// <summary>
/// Log each surface's raw flag bits and the derived
/// <see cref="TranslucencyKind"/>. Called once per GfxObj when
@ -423,6 +692,8 @@ public sealed unsafe class SkyRenderer : IDisposable
SurfaceId = sm.SurfaceId,
IsAdditive = isAdditive,
SurfLuminosity = sm.Luminosity,
NeedsUvRepeat = sm.NeedsUvRepeat,
SurfTranslucency = sm.SurfTranslucency,
};
}
@ -462,5 +733,28 @@ public sealed unsafe class SkyRenderer : IDisposable
/// <c>docs/research/2026-04-23-sky-retail-verbatim.md</c> §6.
/// </summary>
public float SurfLuminosity;
/// <summary>
/// True when the source mesh's authored UVs exceed [0,1] (e.g.
/// the inner sky/star layer 0x010015EF and the cloud meshes —
/// they tile their texture across the geometry). The renderer
/// must use <c>GL_REPEAT</c> for these or only the small region
/// where UVs fall in [0,1] samples the actual texture; the rest
/// clamps to the edge texel ("square in one corner" symptom).
/// Computed once at mesh build from the actual UV range.
/// </summary>
public bool NeedsUvRepeat;
/// <summary>
/// <c>Surface.Translucency</c> float (0..1) carried through from
/// <see cref="GfxObjSubMesh.SurfTranslucency"/>. Passed to the
/// sky fragment shader as <c>uSurfTranslucency</c> and used
/// DIRECTLY as opacity (NOT <c>1 - x</c>). Retail's
/// <c>D3DPolyRender::SetSurface</c> at <c>0x59c7a6</c>
/// (decomp lines 425255-425260) computes
/// <c>curr_alpha = _ftol2(translucency × 255)</c> and writes that
/// as vertex.color.alpha — i.e. translucency is opacity directly.
/// For non-Translucent surfaces the GfxObjMesh.Build() path keeps
/// this at 1.0 so they stay fully opaque.
/// </summary>
public float SurfTranslucency;
}
}

View file

@ -200,6 +200,21 @@ public static class GfxObjMesh
// docs/research/2026-04-23-sky-retail-verbatim.md §6).
var translucency = TranslucencyKind.Opaque;
var luminosity = 0f;
// SurfTranslucency = the OPACITY multiplier the shader applies
// to fragment alpha. 1.0 = fully opaque (default, non-Translucent
// surfaces). For Translucent-flag surfaces, retail's
// D3DPolyRender::SetSurface at 0x59c7a6 (decomp lines 425255-
// 425260) computes curr_alpha = _ftol2(translucency × 255) and
// feeds that as vertex.color.alpha — so the dat's Translucency
// float is the OPACITY directly (NOT inverted). For rain
// (translucency=0.5) opacity is 0.5; for cloud surface
// 0x08000023 (translucency=0.25) opacity is 0.25 — that's why
// retail's clouds are dim and acdream's were 3× too bright
// before this fix (we used 1-translucency, inverting the
// semantic). ACViewer's TextureCache.cs:142 and WorldBuilder's
// ObjectMeshManager.cs:1115 also use 1-translucency and are
// both wrong by the same misread.
var surfTranslucency = 1.0f;
if (dats is not null)
{
var surface = dats.Get<Surface>(surfaceId);
@ -207,9 +222,33 @@ public static class GfxObjMesh
{
translucency = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
luminosity = surface.Luminosity;
// Apply the dat's Translucency value as opacity ONLY
// when the Translucent flag (0x10) is set on the
// Surface. Without this gate, surfaces with
// Translucency=0 (non-Translucent default) would
// render fully transparent.
if (((uint)surface.Type & (uint)DatReaderWriter.Enums.SurfaceType.Translucent) != 0)
surfTranslucency = surface.Translucency;
}
}
// Authored UV range determines the wrap-mode choice in the
// sky pass. A mesh whose UVs are strictly in [0,1] (e.g. the
// outer dome 0x010015EE) wants CLAMP_TO_EDGE to avoid
// bilinear-filter bleed at the wall-seam edges; a mesh whose
// UVs deliberately tile (e.g. 0x010015EF, ~0.4..4.6) wants
// REPEAT so the texture tiles across the geometry. We make
// the call data-driven here rather than guessing from
// TexVelocity at draw time. See
// docs/research/2026-04-26-sky-investigation-handoff.md (Bug B).
bool needsUvRepeat = false;
foreach (var v in kvp.Value.Vertices)
{
if (v.TexCoord.X < 0f || v.TexCoord.X > 1f
|| v.TexCoord.Y < 0f || v.TexCoord.Y > 1f)
{ needsUvRepeat = true; break; }
}
result.Add(new GfxObjSubMesh(
SurfaceId: surfaceId,
Vertices: kvp.Value.Vertices.ToArray(),
@ -217,6 +256,8 @@ public static class GfxObjMesh
{
Translucency = translucency,
Luminosity = luminosity,
NeedsUvRepeat = needsUvRepeat,
SurfTranslucency = surfTranslucency,
});
}
return result;

View file

@ -39,4 +39,41 @@ public sealed record GfxObjSubMesh(
/// normal lighting path without change.
/// </summary>
public float Luminosity { get; init; } = 0f;
/// <summary>
/// True when at least one vertex's UV component lies outside the
/// <c>[0, 1]</c> range, meaning the mesh was authored to have its
/// texture tile across the geometry (i.e. it expects
/// <c>GL_REPEAT</c>/<c>D3DTADDRESS_WRAP</c>). The sky renderer reads
/// this to decide between <c>GL_REPEAT</c> (this flag set, or any
/// scrolling layer) and <c>GL_CLAMP_TO_EDGE</c> (all UVs strictly
/// in <c>[0,1]</c>), which avoids wall-seam bleed on the dome
/// (UVs in <c>[0,1]</c>) while still tiling the inner star/cloud
/// layers (UVs in <c>[~0.4, ~4.6]</c>) correctly.
/// Defaults to false so non-sky consumers get the previous behavior.
/// </summary>
public bool NeedsUvRepeat { get; init; } = false;
/// <summary>
/// <c>Surface.Translucency</c> float (0..1) treated as an OPACITY
/// multiplier on fragment alpha. 1.0 = fully opaque (default for
/// non-Translucent surfaces). Distinct from the
/// <see cref="TranslucencyKind"/> classifier above, which buckets the
/// flag bits. Retail's <c>D3DPolyRender::SetSurface</c> at
/// <c>0x59c7a6</c> (decomp lines 425255-425260) reads
/// <c>Surface.Translucency</c> when the <c>Translucent</c> (0x10) bit
/// is set, computes <c>curr_alpha = _ftol2(translucency × 255)</c>,
/// and writes that as vertex alpha — i.e. the dat's Translucency float
/// is used DIRECTLY as opacity, NOT inverted. ACViewer
/// (<c>TextureCache.cs:142</c>) and WorldBuilder
/// (<c>ObjectMeshManager.cs:1115</c>) both use <c>1 - translucency</c>
/// and are wrong by the same misread.
/// For the rain Surface 0x080000C5 (translucency=0.5): opacity = 0.5;
/// with the <c>(SrcAlpha, One)</c> additive blend the rain streaks
/// contribute at half intensity. For cloud surface 0x08000023
/// (translucency=0.25): opacity = 0.25 (matches retail's dim clouds).
/// Defaults to 1.0 (fully opaque) so non-Translucent surfaces render
/// at full opacity without change.
/// </summary>
public float SurfTranslucency { get; init; } = 1f;
}

View file

@ -40,17 +40,38 @@ public enum TranslucencyKind
public static class TranslucencyKindExtensions
{
// Priority order (highest wins):
// 1. Additive — SurfaceType.Additive (0x10000)
// 2. InvAlpha — SurfaceType.InvAlpha (0x200)
// 3. AlphaBlend — SurfaceType.Alpha (0x100) OR SurfaceType.Translucent (0x10)
// 4. ClipMap — SurfaceType.Base1ClipMap (0x04)
// 5. Opaque — everything else
// Translucent override comes FIRST, then the existing priority chain:
// 1. Translucent override — Translucent (0x10) AND (ClipMap OR opaque-base)
// → AlphaBlend (matches retail's blend forcing).
// 2. Additive — SurfaceType.Additive (0x10000)
// 3. InvAlpha — SurfaceType.InvAlpha (0x200)
// 4. AlphaBlend — SurfaceType.Alpha (0x100) OR SurfaceType.Translucent (0x10)
// 5. ClipMap — SurfaceType.Base1ClipMap (0x04)
// 6. Opaque — everything else
//
// Note: ACViewer groups Base1ClipMap with the alpha-draw bucket (AlphaSurfaceTypes),
// but acdream keeps its existing alpha-discard approach for clip-map surfaces
// (they render opaque with per-fragment discard) and introduces a separate
// translucent pass only for the genuinely blended surface types.
// The Translucent override matches retail's D3DPolyRender::SetSurface
// at 0x0059c4d0 (decomp lines 425083-425260). Verbatim from the
// Translucent branch at 425246:
//
// if ((curr_surface_type & 0x10) != 0) {
// if (skipChk != 0 || ebx == 0 || arg3 == 1) {
// edi_2 = BLEND_SRCALPHA; // src
// ebp = BLEND_INVSRCALPHA; // dst ← alpha-blend
// ebx = 1; arg1 = 1; arg3 = 0;
// }
// curr_alpha = _ftol2(translucency * 255);
// }
//
// Where `arg3 = 1` after the ClipMap branch and `ebx == 0` happens
// in Branch 2 when the surface would otherwise be opaque (no Additive,
// Alpha, or InvAlpha bits). So Translucent + ClipMap (e.g. cloud
// surface 0x08000023, Type=0x10114) renders ALPHA-BLEND in retail
// even though the Additive flag is also set; previously acdream's
// priority-Additive-first classification mis-routed it as additive.
// Empirically: this is the surface for cloud GfxObj 0x01004C35 in
// every Cloudy/Rainy DayGroup. Misclassifying it as additive made
// acdream's clouds barely-visible "brightness adders" rather than
// the dense alpha-blended sheets retail shows.
/// <summary>
/// Maps a <see cref="SurfaceType"/> flags value to the correct
@ -58,6 +79,19 @@ public static class TranslucencyKindExtensions
/// </summary>
public static TranslucencyKind FromSurfaceType(SurfaceType type)
{
// Step 1: Translucent override — matches retail's branch at
// decomp line 425250 where (skipChk || ebx == 0 || arg3 == 1)
// forces (SrcAlpha, InvSrcAlpha) regardless of Additive.
bool isTranslucent = (type & SurfaceType.Translucent) != 0;
bool isClipMap = (type & SurfaceType.Base1ClipMap) != 0;
bool wouldBeOpaque =
(type & (SurfaceType.Additive
| SurfaceType.Alpha
| SurfaceType.InvAlpha)) == 0;
if (isTranslucent && (isClipMap || wouldBeOpaque))
return TranslucencyKind.AlphaBlend;
// Step 2..6: existing priority order for non-overridden surfaces.
if ((type & SurfaceType.Additive) != 0)
return TranslucencyKind.Additive;

View file

@ -90,21 +90,30 @@ public static class DerethDateTime
GloamingAndHalf,
}
/// <summary>Derethian months (Snowreap..Frostfell, 12 total).</summary>
/// <summary>
/// Derethian months in chronological order. Year-0 begins at month 0
/// (<see cref="Morningthaw"/>) and progresses through the 12-month
/// cycle. Names + order match retail's calendar display
/// (<c>GameTime::CalcDayBegin</c> + <c>GetDateTimeString</c> at
/// <c>0x005a6530</c>) and ACE's <c>DerethDateTime.cs</c>. Verified
/// against retail's <c>@timestamp</c> output in 2026-04-27 dual-
/// client comparison: at day-of-year 83, retail shows
/// "Seedsow 24" — that fixes month index 2 = Seedsow.
/// </summary>
public enum MonthName
{
Snowreap = 0,
ColdMeet,
Leafdawning,
Seedsow,
Rosetide,
Morningthaw = 0,
Solclaim,
Seedsow,
Leafdawning,
Verdantine,
Thistledown,
Harvestgain,
Leaftrue,
Reaptide,
Morningthaw,
Leafcull,
Frostfell,
Snowreap,
Coldeve,
Wintersebb,
}
/// <summary>
@ -127,12 +136,15 @@ public static class DerethDateTime
/// for the boot window before the dat parses.
///
/// <para>
/// Live Dereth dat value: <c>3600</c>. The +7/16 default is wrong
/// by 266.25 ticks (~33 Derethian minutes) and was the source of
/// the "acdream time is behind retail" + "wrong DayGroup picked"
/// observations in the 2026-04-23 live verification session — see
/// <c>docs/research/2026-04-23-daygroup-selection.md</c> §4 and
/// the Phase 3f commit.
/// Live Dereth dat value: <c>3600</c>. Retail's
/// <c>GameTime::CalcDayBegin</c> at <c>0x005a6400</c> (decomp line
/// 434549) computes <c>arg2 + zero_time_of_year</c> as the basis for
/// year/day-of-year extraction, then derives <c>time_of_day_begin</c>
/// such that <c>(arg2 - time_of_day_begin) / day_length</c> in
/// <c>CalcTimeOfDay</c> gives <c>(arg2 + zero_time_of_year) mod day_length / day_length</c>.
/// Net: the formula is ADD, not subtract — confirmed via the explicit
/// add at line 434549. (A 2026-04-26 attempt to flip the sign over-
/// corrected and broke DG selection; reverted in the same commit.)
/// </para>
/// </summary>
public static double OriginOffsetTicks { get; private set; } = DayFractionOriginOffsetTicks;
@ -186,7 +198,10 @@ public static class DerethDateTime
/// <summary>
/// Derethian calendar breakdown: (year, month, day, hour).
/// Year starts at PY 0. Day is 1-based within the month (1..30).
/// <see cref="Year"/> is the absolute Portal Year (= relative-year +
/// <see cref="ZeroYear"/>) so the value matches retail's
/// <c>@timestamp</c> output ("Date: &lt;Month&gt; &lt;Day&gt;,
/// &lt;Year&gt; P.Y."). Day is 1-based within the month (1..30).
/// </summary>
public readonly record struct Calendar(int Year, MonthName Month, int Day, HourName Hour);
@ -194,15 +209,19 @@ public static class DerethDateTime
{
if (ticks < 0) ticks = 0;
double shifted = ticks + OriginOffsetTicks;
int year = (int)(shifted / YearTicks);
double tYear = shifted - year * YearTicks;
int relativeYear = (int)(shifted / YearTicks);
double tYear = shifted - relativeYear * YearTicks;
int monthIdx = (int)(tYear / MonthTicks);
if (monthIdx > 11) monthIdx = 11;
double tMonth = tYear - monthIdx * MonthTicks;
int day = (int)(tMonth / DayTicks) + 1;
if (day > DaysInAMonth) day = DaysInAMonth;
return new Calendar(year, (MonthName)monthIdx, day, CurrentHour(ticks));
// Absolute Portal Year for display: retail's @timestamp shows
// PY-with-base (10 P.Y. == year 0 of the calendar epoch), so add
// ZeroYear here. Matches AbsoluteYear() and the retail decomp at
// FUN_005a7510:5300.
return new Calendar(relativeYear + ZeroYear, (MonthName)monthIdx, day, CurrentHour(ticks));
}
/// <summary>

View file

@ -36,6 +36,45 @@ public sealed class SkyObjectData
public uint GfxObjId;
public uint Properties;
/// <summary>
/// True when this SkyObject is gated on the weather system (Properties
/// bit <c>0x04</c>). Per the named retail decomp,
/// <c>GameSky::CreateDeletePhysicsObjects</c> at <c>0x005073c0</c>
/// passes <c>Properties &amp; 4</c> as <c>arg5</c> of
/// <c>GameSky::MakeObject</c> (<c>0x00506ee0</c>); the inner
/// <c>(arg5 == 0 || LScape::weather_enabled != 0)</c> guard at decomp
/// line 268630 means weather-flagged objects only get instantiated when
/// the global weather flag is on. This bit does <b>not</b> control
/// pre/post-scene placement — that's <see cref="IsPostScene"/>.
/// acdream currently always renders weather-flagged objects (we don't
/// honor a weather_enabled toggle yet); when we add one, this flag is
/// the gate.
/// </summary>
public bool IsWeather => (Properties & 0x04u) != 0u;
/// <summary>
/// True when this SkyObject renders <i>after</i> the world scene
/// (Properties bit <c>0x01</c>) — i.e. as foreground over terrain and
/// entities. Per the named retail decomp,
/// <c>GameSky::CreateDeletePhysicsObjects</c> passes
/// <c>Properties &amp; 1</c> as <c>arg4</c> of
/// <c>GameSky::MakeObject</c> (decomp line 269036); MakeObject at
/// decomp 268656 routes <c>arg4 != 0</c> objects into
/// <c>after_sky_cell</c> instead of <c>before_sky_cell</c>, and
/// <c>GameSky::Draw(arg2=1)</c> at <c>0x00506ff0</c> draws
/// <c>after_sky_cell</c> as a separate post-scene pass.
/// <para>
/// In Dereth's Rainy DayGroup this distinguishes the two rain
/// cylinders: <c>0x01004C44</c> (Props=0x05) is foreground rain
/// rendered after terrain; <c>0x01004C42</c> (Props=0x04 alone) is
/// background rain rendered <i>with</i> the sky dome. Earlier
/// versions of acdream incorrectly split on <see cref="IsWeather"/>
/// (bit 0x04) so both rain meshes ended up in the post-scene pass,
/// double-rendering rain in the foreground.
/// </para>
/// </summary>
public bool IsPostScene => (Properties & 0x01u) != 0u;
/// <summary>Object is visible at day-fraction <paramref name="t"/>
/// by retail's begin/end semantics (r12 §2). Three cases:
/// <list type="bullet">
@ -534,12 +573,23 @@ public static class SkyDescLoader
_ => FogMode.Off,
};
// Store DirColor / AmbColor RAW and DirBright / AmbBright SEPARATE
// (NOT pre-multiplied) so the keyframe interpolator can lerp each
// channel independently — matches retail SkyDesc::GetLighting at
// 0x00500ac9 (decomp lines 261317-261331). Multiplying at load
// time and lerping the product produces mathematically different
// results than retail when both color and brightness change
// between adjacent keyframes. The post-multiplied values are
// available via `kf.SunColor` / `kf.AmbientColor` computed
// properties for shader-uniform plumbing.
var kf = new SkyKeyframe(
Begin: s.Begin,
SunHeadingDeg: s.DirHeading,
SunPitchDeg: s.DirPitch,
SunColor: ColorToVec3(s.DirColor) * s.DirBright,
AmbientColor: ColorToVec3(s.AmbColor) * s.AmbBright,
DirColor: ColorToVec3(s.DirColor),
DirBright: s.DirBright,
AmbColor: ColorToVec3(s.AmbColor),
AmbBright: s.AmbBright,
FogColor: ColorToVec3(s.WorldFogColor),
FogDensity: 0f,
FogStart: s.MinWorldFog,

View file

@ -34,24 +34,82 @@ public enum FogMode
/// </para>
///
/// <para>
/// Colors are in LINEAR RGB, already pre-multiplied by their brightness
/// scalar so the shader can plug them straight into the UBO without
/// knowing about <c>DirBright</c> / <c>AmbBright</c>. Range is loosely
/// [0, N] — retail dusk tints have channels above 1.0 and the frag
/// shader clamps after lighting math.
/// Colors are stored RAW (NOT pre-multiplied by brightness) in
/// <see cref="DirColor"/> / <see cref="AmbColor"/> with the brightness
/// scalars in <see cref="DirBright"/> / <see cref="AmbBright"/>. Retail's
/// <c>SkyDesc::GetLighting</c> at <c>0x00500ac9</c> (decomp lines
/// 261317-261331) lerps each channel separately and lerps brightness
/// separately, then multiplies post-lerp. Lerping the pre-multiplied
/// product gives mathematically different results when both color and
/// brightness change between adjacent keyframes — the cause of subtle
/// brightness discrepancies vs retail observed in dual-client
/// comparisons (Issue #3 visual sub-bug, 2026-04-27).
/// </para>
/// <para>
/// The computed properties <see cref="SunColor"/> and
/// <see cref="AmbientColor"/> return the post-multiplied product, so
/// downstream shader uniform plumbing (sky.vert / mesh.vert /
/// SceneLightingUbo) is unchanged.
/// </para>
/// </summary>
public readonly record struct SkyKeyframe(
float Begin, // [0, 1] day-fraction this keyframe kicks in
float SunHeadingDeg, // compass heading (0=N, 90=E, 180=S, 270=W)
float SunPitchDeg, // elevation above horizon (-90=below, +90=zenith)
Vector3 SunColor, // RGB linear, post-brightness multiply
Vector3 AmbientColor, // RGB linear, post-brightness multiply
Vector3 DirColor, // RGB linear, RAW (NOT × DirBright)
float DirBright, // sun brightness multiplier
Vector3 AmbColor, // RGB linear, RAW (NOT × AmbBright)
float AmbBright, // ambient brightness multiplier
Vector3 FogColor,
float FogDensity, // retained for tests; derive from FogStart/End
float FogStart = 80f, // meters (retail default ~120 clear, ~40 storm)
float FogEnd = 350f, // meters (retail default ~350 clear, ~150 storm)
FogMode FogMode = FogMode.Linear);
FogMode FogMode = FogMode.Linear)
{
/// <summary>
/// Final directional sun color the shader feeds into N·L lighting.
/// Retail-faithful magnitude formula:
/// <code>SunColor = DirColor × |sunVec|</code>
/// where <c>sunVec</c> is retail's heading+pitch+brightness vector
/// (see <see cref="SkyStateProvider.RetailSunVector"/>).
///
/// <para>
/// Why <c>|sunVec|</c> instead of <c>DirBright</c> directly: retail's
/// <c>PrimD3DRender::UpdateLightsInternal</c> at <c>0x0059b57c</c>
/// (decomp line 424118-424119) computes
/// <code>D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²)</code>
/// from the sun vector <c>SkyDesc::GetLighting</c> built at
/// <c>0x00500ac9</c> (decomp lines 261343-261353):
/// <code>
/// sunVec.x = sin(H) × DirBright × cos(P)
/// sunVec.y = cos(P) // NOT scaled by DirBright
/// sunVec.z = DirBright × sin(P)
/// </code>
/// Because Y is unscaled by <c>DirBright</c>, <c>|sunVec|</c> ≠
/// <c>DirBright</c> in general — it varies with sun pitch and heading.
/// Using <c>DirBright</c> alone underweighted the warm directional
/// term, letting the cool ambient/fog dominate ⇒ acdream rendered
/// blue-white at keyframes where retail looked warm-gray.
/// </para>
/// </summary>
public Vector3 SunColor => DirColor * SkyStateProvider.RetailSunVector(this).Length();
/// <summary>
/// Final ambient color the shader feeds into the per-vertex tint.
/// Retail-faithful magnitude formula:
/// <code>AmbientColor = AmbColor × (AmbBright + 0.2 × |sunVec|)</code>
/// matching <c>SmartBox::SetWorldAmbientLight</c> as called at
/// <c>0x0050560b</c> (decomp line 267117):
/// <code>SetWorldAmbientLight(sqrt(|sunVec|²) × 0.2 + ambient_level, ambient_color)</code>
/// Retail boosts the ambient brightness by 20% of the sun-vector
/// magnitude — i.e. ambient feels warmer when the sun is up, cooler
/// at night. acdream previously used <c>AmbBright</c> alone, which
/// is roughly 44% too dim mid-day ⇒ contributed to the blue-white
/// bias because the warm fill was missing.
/// </summary>
public Vector3 AmbientColor =>
AmbColor * (AmbBright + 0.2f * SkyStateProvider.RetailSunVector(this).Length());
}
/// <summary>
/// Sky keyframe interpolator — given a day fraction in [0, 1), returns
@ -111,12 +169,18 @@ public sealed class SkyStateProvider
// Day fractions: 0.0=midnight, 0.25=dawn, 0.5=noon, 0.75=dusk.
return new SkyStateProvider(new[]
{
// Default factory: brightness scalars are 1.0 here — the colors
// ARE the final intended values. Live Dereth keyframes loaded
// from the dat have separate non-1.0 DirBright/AmbBright values
// and the renderer multiplies them post-lerp.
new SkyKeyframe(
Begin: 0.0f,
SunHeadingDeg: 0f, // below horizon (north)
SunPitchDeg: -30f,
SunColor: new Vector3(0.02f, 0.02f, 0.08f), // deep blue
AmbientColor: new Vector3(0.05f, 0.05f, 0.12f),
DirColor: new Vector3(0.02f, 0.02f, 0.08f), // deep blue
DirBright: 1.0f,
AmbColor: new Vector3(0.05f, 0.05f, 0.12f),
AmbBright: 1.0f,
FogColor: new Vector3(0.02f, 0.02f, 0.05f),
FogDensity: 0.004f,
FogStart: 30f,
@ -126,8 +190,10 @@ public sealed class SkyStateProvider
Begin: 0.25f,
SunHeadingDeg: 90f, // east at dawn
SunPitchDeg: 0f,
SunColor: new Vector3(1.0f, 0.7f, 0.4f), // sunrise warm
AmbientColor: new Vector3(0.4f, 0.35f, 0.3f),
DirColor: new Vector3(1.0f, 0.7f, 0.4f), // sunrise warm
DirBright: 1.0f,
AmbColor: new Vector3(0.4f, 0.35f, 0.3f),
AmbBright: 1.0f,
FogColor: new Vector3(0.8f, 0.55f, 0.4f),
FogDensity: 0.002f,
FogStart: 60f,
@ -137,8 +203,10 @@ public sealed class SkyStateProvider
Begin: 0.5f,
SunHeadingDeg: 180f, // south at noon
SunPitchDeg: 70f,
SunColor: new Vector3(1.0f, 0.98f, 0.95f), // bright white-ish
AmbientColor: new Vector3(0.5f, 0.5f, 0.55f),
DirColor: new Vector3(1.0f, 0.98f, 0.95f), // bright white-ish
DirBright: 1.0f,
AmbColor: new Vector3(0.5f, 0.5f, 0.55f),
AmbBright: 1.0f,
FogColor: new Vector3(0.7f, 0.75f, 0.85f),
FogDensity: 0.0008f,
FogStart: 120f,
@ -148,8 +216,10 @@ public sealed class SkyStateProvider
Begin: 0.75f,
SunHeadingDeg: 270f, // west at dusk
SunPitchDeg: 0f,
SunColor: new Vector3(0.95f, 0.4f, 0.25f), // sunset red
AmbientColor: new Vector3(0.35f, 0.25f, 0.25f),
DirColor: new Vector3(0.95f, 0.4f, 0.25f), // sunset red
DirBright: 1.0f,
AmbColor: new Vector3(0.35f, 0.25f, 0.25f),
AmbBright: 1.0f,
FogColor: new Vector3(0.85f, 0.45f, 0.35f),
FogDensity: 0.002f,
FogStart: 60f,
@ -194,17 +264,25 @@ public sealed class SkyStateProvider
// Angular lerp for sun heading: pick shortest arc.
float heading = ShortestAngleLerp(k1.SunHeadingDeg, k2.SunHeadingDeg, u);
// Fog mode doesn't interpolate — pick k1's mode (retail uses Linear everywhere).
// Retail-faithful interpolation: lerp DirColor / DirBright /
// AmbColor / AmbBright as SEPARATE CHANNELS, not as the
// pre-multiplied product. Mirrors SkyDesc::GetLighting at
// 0x00500ac9 (decomp lines 261317-261331). The post-multiplied
// SunColor / AmbientColor are computed properties on the result.
// Fog mode doesn't interpolate — pick k1's mode (retail uses
// Linear everywhere).
return new SkyKeyframe(
Begin: t,
SunHeadingDeg: heading,
SunPitchDeg: Lerp(k1.SunPitchDeg, k2.SunPitchDeg, u),
SunColor: Vector3.Lerp(k1.SunColor, k2.SunColor, u),
AmbientColor: Vector3.Lerp(k1.AmbientColor, k2.AmbientColor, u),
FogColor: Vector3.Lerp(k1.FogColor, k2.FogColor, u),
DirColor: Vector3.Lerp(k1.DirColor, k2.DirColor, u),
DirBright: Lerp(k1.DirBright, k2.DirBright, u),
AmbColor: Vector3.Lerp(k1.AmbColor, k2.AmbColor, u),
AmbBright: Lerp(k1.AmbBright, k2.AmbBright, u),
FogColor: Vector3.Lerp(k1.FogColor, k2.FogColor, u),
FogDensity: Lerp(k1.FogDensity, k2.FogDensity, u),
FogStart: Lerp(k1.FogStart, k2.FogStart, u),
FogEnd: Lerp(k1.FogEnd, k2.FogEnd, u),
FogStart: Lerp(k1.FogStart, k2.FogStart, u),
FogEnd: Lerp(k1.FogEnd, k2.FogEnd, u),
FogMode: k1.FogMode);
}
@ -222,22 +300,52 @@ public sealed class SkyStateProvider
return aDeg + delta * u;
}
/// <summary>
/// Retail's raw sun vector (NOT normalized) — the same vector
/// <c>SkyDesc::GetLighting</c> writes at <c>0x00500ac9</c>
/// (decomp lines 261343, 261352, 261353):
/// <code>
/// sunVec.x = sin(H_rad) × DirBright × cos(P_rad)
/// sunVec.y = cos(P_rad) // NOT scaled by DirBright
/// sunVec.z = DirBright × sin(P_rad)
/// </code>
/// Y is unscaled by brightness on purpose — that's what makes
/// <c>|sunVec|</c> ≠ <c>DirBright</c> in general (the magnitude varies
/// with pitch/heading, which is the basis for retail's "sun is brighter
/// in some configurations than others" lighting behavior). The shader's
/// <c>uSunDir</c> uniform uses the NORMALIZED vector for N·L; the
/// magnitude feeds <see cref="SkyKeyframe.SunColor"/> intensity and
/// the ambient brightness boost in <see cref="SkyKeyframe.AmbientColor"/>.
/// </summary>
public static Vector3 RetailSunVector(SkyKeyframe kf)
{
float h = kf.SunHeadingDeg * (MathF.PI / 180f);
float p = kf.SunPitchDeg * (MathF.PI / 180f);
float cosP = MathF.Cos(p);
float sinP = MathF.Sin(p);
float B = kf.DirBright;
return new Vector3(
MathF.Sin(h) * B * cosP, // x = sin(H) × B × cos(P)
cosP, // y = cos(P) ← unscaled by B
B * sinP); // z = B × sin(P)
}
/// <summary>
/// World-space sun direction unit vector pointing FROM the surface
/// TOWARDS the sun. Derived from heading + pitch in the returned
/// keyframe — shader sunDir uniform should use -this so lighting
/// math (N·L) works correctly for the side facing the sun.
/// TOWARDS the sun, derived from <see cref="RetailSunVector"/> and
/// normalized. The shader sunDir uniform should use this directly
/// (or -this if the lighting math wants the L-vector pointing AT the
/// surface). The previous implementation used standard spherical
/// coordinates (sin(H)cos(P), cos(H)cos(P), sin(P)) which didn't match
/// retail's deliberate Y-decoupled-from-heading convention. Switching
/// to the retail vector subtly tilts the lighting on objects but
/// matches retail's screenshots when both clients view the same scene.
/// </summary>
public static Vector3 SunDirectionFromKeyframe(SkyKeyframe kf)
{
float yaw = kf.SunHeadingDeg * (MathF.PI / 180f);
float pit = kf.SunPitchDeg * (MathF.PI / 180f);
// Heading 0 = +Y (north), +X=east. Pitch up from horizon.
float cosP = MathF.Cos(pit);
return new Vector3(
MathF.Sin(yaw) * cosP,
MathF.Cos(yaw) * cosP,
MathF.Sin(pit));
var v = RetailSunVector(kf);
float len = v.Length();
return len > 1e-6f ? v / len : Vector3.UnitZ;
}
}

View file

@ -75,26 +75,56 @@ public sealed class DerethDateTimeTests
}
[Fact]
public void ToCalendar_PY0Day1_Snowreap()
public void ToCalendar_PY10Day1_Morningthaw()
{
// Tick 0 maps to PY 10 (= relative year 0 + ZeroYear=10),
// Morningthaw 1 — matches retail's calendar epoch
// (ACE DerethDateTime.cs: dayZeroTicks = 0; // Morningthaw 1, 10 P.Y.).
var cal = DerethDateTime.ToCalendar(0);
Assert.Equal(0, cal.Year);
Assert.Equal(DerethDateTime.MonthName.Snowreap, cal.Month);
Assert.Equal(DerethDateTime.ZeroYear, cal.Year);
Assert.Equal(DerethDateTime.MonthName.Morningthaw, cal.Month);
Assert.Equal(1, cal.Day);
}
[Fact]
public void ToCalendar_AdvancesCorrectly()
{
// One year from start → PY 1, Snowreap 1.
// One year from start → PY (10 + 1) = 11, Morningthaw 1.
var cal = DerethDateTime.ToCalendar(DerethDateTime.YearTicks);
Assert.Equal(1, cal.Year);
Assert.Equal(DerethDateTime.MonthName.Snowreap, cal.Month);
Assert.Equal(DerethDateTime.ZeroYear + 1, cal.Year);
Assert.Equal(DerethDateTime.MonthName.Morningthaw, cal.Month);
Assert.Equal(1, cal.Day);
// One month into year 1.
// One month into year 11 → Solclaim (next month after Morningthaw).
var cal2 = DerethDateTime.ToCalendar(DerethDateTime.YearTicks + DerethDateTime.MonthTicks);
Assert.Equal(1, cal2.Year);
Assert.Equal(DerethDateTime.MonthName.ColdMeet, cal2.Month);
Assert.Equal(DerethDateTime.ZeroYear + 1, cal2.Year);
Assert.Equal(DerethDateTime.MonthName.Solclaim, cal2.Month);
}
[Fact]
public void ToCalendar_TickAtSeedsow24Year106_MatchesRetailFormat()
{
// Regression guard for the 2026-04-27 dual-client comparison.
// Retail @timestamp output format is
// "Date: <Month> <Day>, <Year> P.Y."
// Pick a tick at the exact start of Seedsow 24 in relative year 106:
// shifted = 106 * YearTicks + 2 * MonthTicks + 23 * DayTicks
// Derived: 290,779,200 + 457,200 + 175,260 = 291,411,660. Subtract
// OriginOffsetTicks (3600 in Dereth dat) to get the input tick:
// 291,411,660 - 3600 = 291,408,060
// Expected output: PY 116 (= ZeroYear 10 + relative 106), Seedsow,
// day 24 1-indexed.
DerethDateTime.SetOriginOffsetFromDat(3600.0);
try
{
var cal = DerethDateTime.ToCalendar(291_408_060.0);
Assert.Equal(DerethDateTime.ZeroYear + 106, cal.Year);
Assert.Equal(DerethDateTime.MonthName.Seedsow, cal.Month);
Assert.Equal(24, cal.Day);
}
finally
{
DerethDateTime.SetOriginOffsetFromDat(DerethDateTime.DayFractionOriginOffsetTicks);
}
}
}

View file

@ -73,15 +73,26 @@ public sealed class SkyDescLoaderTests
}
[Fact]
public void LoadFromRegion_SunColor_IsPrepreMultipliedByBrightness()
public void LoadFromRegion_SunColor_UsesRetailSunVectorMagnitude()
{
// The loader stores DirColor and DirBright RAW. The SunColor property
// composes them via |sunVec| per retail's UpdateLightsInternal at
// 0x59b57c (decomp 424118) — the diffuse magnitude is sqrt(x²+y²+z²)
// where the sun vector is built from heading/pitch/brightness with
// Y unscaled by brightness (decomp 261352).
//
// For this region: H=180°, P=70°, B=1.5
// sunVec = (sin(180)*1.5*cos(70), cos(70), 1.5*sin(70))
// = (0, 0.342, 1.410)
// |sunVec| = sqrt(0 + 0.117 + 1.988) = 1.4509
// DirColor.X = 200/255 = 0.7843
// SunColor.X = 0.7843 × 1.4509 = 1.138
var region = MakeRegion(dirBright: 1.5f, rBgrOrder: 200);
var loaded = SkyDescLoader.LoadFromRegion(region);
Assert.NotNull(loaded);
var kf = loaded!.DayGroups[0].SkyTimes[0].Keyframe;
// R was 200/255 ≈ 0.784, times dirBright 1.5 = 1.176
Assert.InRange(kf.SunColor.X, 1.17f, 1.19f);
Assert.InRange(kf.SunColor.X, 1.13f, 1.15f);
}
[Fact]

View file

@ -25,17 +25,105 @@ public sealed class SkyStateTests
}
[Fact]
public void Interpolate_BetweenKeyframes_LerpsColors()
public void Interpolate_BetweenKeyframes_LerpsRawInputs()
{
var sky = SkyStateProvider.Default();
var dawn = sky.Interpolate(0.25f);
var noon = sky.Interpolate(0.5f);
var midPt = sky.Interpolate(0.375f);
// Midpoint should fall between dawn & noon for sun color Y (green channel).
float low = System.Math.Min(dawn.SunColor.Y, noon.SunColor.Y);
float high = System.Math.Max(dawn.SunColor.Y, noon.SunColor.Y);
Assert.InRange(midPt.SunColor.Y, low, high);
// The RAW per-channel inputs (DirColor, AmbColor, brightness scalars)
// lerp linearly between adjacent keyframes — that's the retail-faithful
// separate-channel interpolation. The composite SunColor / AmbientColor
// properties intentionally do NOT lerp linearly (their magnitude
// depends nonlinearly on heading/pitch/brightness via the retail
// sun-vector formula), so we assert on the raw inputs here.
float low = System.Math.Min(dawn.DirColor.Y, noon.DirColor.Y);
float high = System.Math.Max(dawn.DirColor.Y, noon.DirColor.Y);
Assert.InRange(midPt.DirColor.Y, low, high);
}
[Fact]
public void RetailSunVector_AtZenith_HasMagnitudeEqualToBrightness()
{
// Sun straight up (P=90°): cos(P)=0, sin(P)=1.
// sunVec = (sin(H)×B×0, 0, B×1) = (0, 0, B)
// |sunVec| = B
var kf = new SkyKeyframe(
Begin: 0.5f,
SunHeadingDeg: 0f,
SunPitchDeg: 90f,
DirColor: Vector3.One,
DirBright: 1.5f,
AmbColor: Vector3.One,
AmbBright: 0.3f,
FogColor: Vector3.One,
FogDensity: 0f);
var v = SkyStateProvider.RetailSunVector(kf);
Assert.InRange(v.Length(), 1.49f, 1.51f);
}
[Fact]
public void RetailSunVector_AtHorizonNorth_MagnitudeIsOne()
{
// Sun on horizon to the north (H=0°, P=0°): cos(P)=1, sin(P)=0.
// sunVec = (sin(0)×B×1, 1, B×0) = (0, 1, 0)
// |sunVec| = 1 regardless of B (because Y is unscaled by B)
var kf = new SkyKeyframe(
Begin: 0f,
SunHeadingDeg: 0f,
SunPitchDeg: 0f,
DirColor: Vector3.One,
DirBright: 2.0f, // anything
AmbColor: Vector3.One,
AmbBright: 1f,
FogColor: Vector3.One,
FogDensity: 0f);
var v = SkyStateProvider.RetailSunVector(kf);
Assert.InRange(v.Length(), 0.99f, 1.01f);
}
[Fact]
public void SunColor_UsesRetailMagnitudeNotDirBrightDirectly()
{
// At sun pitch 90° (zenith) with H=0, B=2: |sunVec| = 2.
// SunColor = DirColor × |sunVec| = (0.5, 0.5, 0.5) × 2 = (1, 1, 1).
var kf = new SkyKeyframe(
Begin: 0.5f,
SunHeadingDeg: 0f,
SunPitchDeg: 90f,
DirColor: new Vector3(0.5f, 0.5f, 0.5f),
DirBright: 2.0f,
AmbColor: Vector3.One,
AmbBright: 0.3f,
FogColor: Vector3.One,
FogDensity: 0f);
Assert.InRange(kf.SunColor.X, 0.99f, 1.01f);
Assert.InRange(kf.SunColor.Y, 0.99f, 1.01f);
Assert.InRange(kf.SunColor.Z, 0.99f, 1.01f);
}
[Fact]
public void AmbientColor_BoostsByTwentyPercentOfSunVectorLength()
{
// |sunVec| = 1 (horizon north), AmbBright = 0.4, AmbColor = (1,1,1).
// AmbientColor = AmbColor × (AmbBright + 0.2 × |sunVec|)
// = (1,1,1) × (0.4 + 0.2) = (0.6, 0.6, 0.6).
var kf = new SkyKeyframe(
Begin: 0f,
SunHeadingDeg: 0f,
SunPitchDeg: 0f,
DirColor: Vector3.One,
DirBright: 1f,
AmbColor: Vector3.One,
AmbBright: 0.4f,
FogColor: Vector3.One,
FogDensity: 0f);
Assert.InRange(kf.AmbientColor.X, 0.59f, 0.61f);
}
[Fact]
@ -56,8 +144,10 @@ public sealed class SkyStateTests
Begin: 0.5f,
SunHeadingDeg: 180f, // south
SunPitchDeg: 70f,
SunColor: Vector3.One,
AmbientColor: Vector3.One,
DirColor: Vector3.One,
DirBright: 1f,
AmbColor: Vector3.One,
AmbBright: 1f,
FogColor: Vector3.One,
FogDensity: 0.001f);

View file

@ -58,8 +58,10 @@ public sealed class WorldTimeDebugTests
Begin: 0f,
SunHeadingDeg: 0f,
SunPitchDeg: 90f,
SunColor: System.Numerics.Vector3.One,
AmbientColor: System.Numerics.Vector3.One,
DirColor: System.Numerics.Vector3.One,
DirBright: 1f,
AmbColor: System.Numerics.Vector3.One,
AmbBright: 1f,
FogColor: System.Numerics.Vector3.Zero,
FogDensity: 0f),
});

View file

@ -0,0 +1,196 @@
// RainMeshProbe — independent code-review recommended probe (Bug A, post-#26).
//
// Per Report 1's §5: "Run one targeted probe for 0x01004C42/0x01004C44: print
// surface raw type/translucency, each polygon's SidesType/Stippling, and
// GfxObjMesh.Build() submesh/index counts. If one cylinder has more than 48
// indices per side-equivalent, fix the duplicate-side/cull behavior together
// with the surface-opacity uniform."
//
// The cylinder has 8 wall quads. With fan-triangulation each quad → 2 tris →
// 6 indices, total 48 indices per side. If pos-only emission: 48. If pos+neg:
// 96. The threshold tells us whether double-sided drawing is happening.
using System;
using System.IO;
using System.Linq;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Options;
using DatReaderWriter.Types;
using AcDream.Core.Meshing;
using SysEnv = System.Environment;
string datDir = SysEnv.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(SysEnv.GetFolderPath(SysEnv.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
Console.WriteLine($"datDir = {datDir}");
using var dats = new DatCollection(datDir, DatAccessType.Read);
uint[] gfxIds = { 0x01004C42u, 0x01004C44u };
foreach (uint gid in gfxIds) ProbeRain(dats, gid);
// Phase 7c: also dump every sky surface we know to test the LUMINOUS flag.
// Two existing code comments contradict each other about whether Dereth's
// dome/sun/moon meshes carry the LUMINOUS bit. Resolve empirically.
Console.WriteLine();
Console.WriteLine("================ Sky Surface LUMINOUS audit ================");
uint[] skySurfaceIds = {
0x08000048u, 0x08000049u, 0x0800004Au, 0x0800004Bu, // dome 0x010015EE
0x0800004Du, // star sheet 0x010015EF
0x0800004Eu, 0x0800004Fu, 0x08000050u, 0x08000051u, // dome 0x010015F0
0x08000053u, 0x08000054u, 0x08000055u, 0x08000056u, // dome 0x010015F1
0x08000057u, 0x08000058u, 0x08000059u, 0x0800005Au, // dome 0x010015F2
0x080000D1u, // celestial 0x01001348
0x080000D2u, // sun-like 0x01001F67
0x080000D6u, 0x080000D7u, // moon 0x01001F6A
0x080000D4u, // cloud 0x01004C36/37
0x08000023u, // cloud 0x01004C35
0x08000024u, 0x08000025u, // cloud 0x01004C39/3A
0x080000D5u, // dome variant 0x010015B6
0x080000C5u, // RAIN — control row, expected NO Luminous
};
foreach (uint sid in skySurfaceIds) ProbeSkySurface(dats, sid);
return 0;
static void ProbeSkySurface(DatCollection dats, uint sid)
{
if (!dats.TryGet<Surface>(sid, out var s) || s is null)
{ Console.WriteLine($" Surface 0x{sid:X8} (NOT FOUND)"); return; }
uint t = (uint)s.Type;
bool luminous = (t & 0x40u) != 0u;
Console.Write($" Surface 0x{sid:X8} Type=0x{t:X8} Luminous={(luminous ? "YES" : "no ")} Lum={s.Luminosity:F4} Trans={s.Translucency:F4} Diff={s.Diffuse:F4} ");
// Decode bits inline.
var bits = new (uint mask, string n)[] {
(0x01u,"B1Solid"),(0x02u,"B1Image"),(0x04u,"B1ClipMap"),(0x10u,"Translucent"),
(0x20u,"Diffuse"),(0x40u,"Luminous"),(0x100u,"Alpha"),(0x200u,"InvAlpha"),
(0x10000u,"Additive"),(0x20000u,"Detail"),
};
Console.WriteLine(string.Join("|", bits.Where(b => (t & b.mask) != 0).Select(b => b.n)));
}
static void ProbeRain(DatCollection dats, uint gid)
{
Console.WriteLine();
Console.WriteLine($"================ GfxObj 0x{gid:X8} ================");
if (!dats.TryGet<GfxObj>(gid, out var go) || go is null)
{
Console.WriteLine(" (NOT FOUND)");
return;
}
Console.WriteLine($" Flags={go.Flags}");
Console.WriteLine($" VertexArray.Vertices.Count={go.VertexArray?.Vertices.Count ?? 0}");
Console.WriteLine($" Polygons.Count={go.Polygons?.Count ?? 0}");
Console.WriteLine($" Surfaces.Count={go.Surfaces?.Count ?? 0}");
Console.WriteLine($" PhysicsPolygons.Count={go.PhysicsPolygons?.Count ?? 0}");
Console.WriteLine($" SortCenter=({go.SortCenter.X:F2},{go.SortCenter.Y:F2},{go.SortCenter.Z:F2})");
// ----- Per-Surface dump -----
Console.WriteLine();
Console.WriteLine(" --- Surfaces (raw dat record) ---");
if (go.Surfaces is { Count: > 0 })
{
for (int i = 0; i < go.Surfaces.Count; i++)
{
uint sid = (uint)go.Surfaces[i];
Console.WriteLine($" Surface[{i}] = 0x{sid:X8}");
if (!dats.TryGet<Surface>(sid, out var surf) || surf is null)
{
Console.WriteLine(" (Surface NOT FOUND)");
continue;
}
uint typeRaw = (uint)surf.Type;
Console.WriteLine($" Type=0x{typeRaw:X8} ({surf.Type})");
Console.WriteLine($" decoded bits:");
DumpFlagBits(typeRaw);
Console.WriteLine($" Translucency={surf.Translucency:F4} (1.0 - x = opacity = {1f - surf.Translucency:F4})");
Console.WriteLine($" Luminosity={surf.Luminosity:F4}");
Console.WriteLine($" Diffuse={surf.Diffuse:F4}");
Console.WriteLine($" ColorValue=" + (surf.ColorValue is null ? "null" :
$"A:{surf.ColorValue.Alpha} R:{surf.ColorValue.Red} G:{surf.ColorValue.Green} B:{surf.ColorValue.Blue}"));
Console.WriteLine($" OrigTextureId=0x{(uint)surf.OrigTextureId:X8}");
Console.WriteLine($" OrigPaletteId=0x{(uint)surf.OrigPaletteId:X8}");
}
}
// ----- Per-Polygon dump -----
Console.WriteLine();
Console.WriteLine(" --- Polygons (sides + stippling — checks Report 1 hypothesis) ---");
if (go.Polygons is { Count: > 0 })
{
int posCount = 0, negCount = 0;
foreach (var kv in go.Polygons)
{
var p = kv.Value;
// Mirror the GfxObjMesh.Build() emission rule (lines 71-91):
bool hasPos = !p.Stippling.HasFlag(StipplingType.NoPos);
bool hasNeg =
p.Stippling.HasFlag(StipplingType.Negative) ||
p.Stippling.HasFlag(StipplingType.Both) ||
(!p.Stippling.HasFlag(StipplingType.NoNeg) && p.SidesType == CullMode.Clockwise);
if (hasPos) posCount++;
if (hasNeg) negCount++;
Console.WriteLine(
$" Poly[{kv.Key,3}] VertexIds={p.VertexIds.Count} " +
$"PosSurface={p.PosSurface} NegSurface={p.NegSurface} " +
$"Stippling={p.Stippling} SidesType={p.SidesType} " +
$"hasPos={hasPos} hasNeg={hasNeg} " +
$"PosUVIdx={p.PosUVIndices.Count} NegUVIdx={p.NegUVIndices.Count}");
}
Console.WriteLine($" Build emission summary: pos-side polys={posCount} neg-side polys={negCount}");
}
// ----- GfxObjMesh.Build() output -----
Console.WriteLine();
Console.WriteLine(" --- GfxObjMesh.Build() output ---");
var subs = GfxObjMesh.Build(go, dats);
Console.WriteLine($" Submesh count: {subs.Count}");
int totalVerts = 0, totalIndices = 0;
for (int i = 0; i < subs.Count; i++)
{
var s = subs[i];
totalVerts += s.Vertices.Length;
totalIndices += s.Indices.Length;
Console.WriteLine(
$" Submesh[{i}] SurfaceId=0x{s.SurfaceId:X8} " +
$"Vertices={s.Vertices.Length} Indices={s.Indices.Length} " +
$"Translucency={s.Translucency} Luminosity={s.Luminosity:F2} " +
$"NeedsUvRepeat={s.NeedsUvRepeat}");
}
Console.WriteLine($" TOTAL: verts={totalVerts} indices={totalIndices}");
Console.WriteLine();
Console.WriteLine($" Report 1 threshold check: with 8 wall quads × 2 tris × 3 indices = 48 indices per side.");
Console.WriteLine($" pos-only emission expects ~48 indices total.");
Console.WriteLine($" pos+neg emission expects ~96 indices total.");
Console.WriteLine($" OBSERVED: {totalIndices} indices → " +
(totalIndices > 60 ? "*** DOUBLE-SIDED — duplicate-side rendering active ***" : "single-sided"));
}
static void DumpFlagBits(uint type)
{
// From docs/research/named-retail/acclient.h:5820-5836.
// Print every named SurfaceType bit that's set.
var bits = new (uint mask, string name)[]
{
(0x00000001u, "Base1Solid"),
(0x00000002u, "Base1Image"),
(0x00000004u, "Base1ClipMap"),
(0x00000010u, "Translucent"),
(0x00000020u, "Diffuse"),
(0x00000040u, "Luminous"),
(0x00000100u, "Alpha"),
(0x00000200u, "InvAlpha"),
(0x00010000u, "Additive"),
(0x00020000u, "Detail"),
(0x10000000u, "Gouraud"),
(0x40000000u, "Stippled"),
(0x80000000u, "Perspective"),
};
foreach (var (mask, name) in bits)
{
if ((type & mask) != 0)
Console.WriteLine($" {name} (0x{mask:X8})");
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<RootNamespace>RainMeshProbe</RootNamespace>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\AcDream.Core\AcDream.Core.csproj" />
</ItemGroup>
</Project>

153
tools/StarsProbe/Program.cs Normal file
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// StarsProbe — Bug B (sky-investigation-handoff §"Bug B"): dump every
// SkyObject's geometry + UVs to identify the star object and verify
// whether its UV range matches what GL_CLAMP_TO_EDGE supports.
//
// Sibling of WeatherEnumerator/SetupProbe/etc under tools/. Walks all
// DayGroups in the Dereth Region (0x13000000), prints every SkyObject
// (Properties bits, TexVelocity, BeginTime/EndTime), then dumps the
// underlying GfxObj's vertices, UV ranges, and surfaces. The crucial
// diagnostic is the per-GfxObj "UV range outside [0,1]" flag — when
// that's set on a static (non-scrolling) sky object, our SkyRenderer's
// CLAMP_TO_EDGE heuristic mis-samples and the texture appears as a
// "square in one corner" of the geometry.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Numerics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using DatReaderWriter.Types;
using SysEnv = System.Environment;
string datDir = SysEnv.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(SysEnv.GetFolderPath(SysEnv.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
Console.WriteLine($"datDir = {datDir}");
using var dats = new DatCollection(datDir, DatAccessType.Read);
if (!dats.TryGet<Region>(0x13000000u, out var region) || region is null)
{
Console.Error.WriteLine("ERROR: Cannot read Region 0x13000000");
return 1;
}
var dayGroups = region.SkyInfo?.DayGroups;
if (dayGroups is null) { Console.Error.WriteLine("No DayGroups"); return 1; }
Console.WriteLine($"Region loaded. {dayGroups.Count} DayGroups.");
Console.WriteLine();
var seenGfx = new HashSet<uint>();
for (int dg = 0; dg < dayGroups.Count; dg++)
{
var group = dayGroups[dg];
string name = group.DayName?.Value ?? "(null)";
Console.WriteLine($"=== DayGroup[{dg}] \"{name}\" Chance={group.ChanceOfOccur:F3} SkyObjects={group.SkyObjects.Count} ===");
for (int oi = 0; oi < group.SkyObjects.Count; oi++)
{
var so = group.SkyObjects[oi];
uint gfx = (uint)so.DefaultGfxObjectId;
uint pes = (uint)so.DefaultPesObjectId;
bool wrapsMidnight = so.BeginTime > so.EndTime;
Console.WriteLine(
$" OI={oi,2} Begin={so.BeginTime:F3} End={so.EndTime:F3} {(wrapsMidnight ? "(wraps midnight night candidate)" : "")}");
Console.WriteLine(
$" BeginAng={so.BeginAngle:F1} EndAng={so.EndAngle:F1} TexVel=({so.TexVelocityX:F4},{so.TexVelocityY:F4})");
Console.WriteLine(
$" Gfx=0x{gfx:X8} Pes=0x{pes:X8} Props=0x{so.Properties:X8} (bin={Convert.ToString(so.Properties, 2).PadLeft(8, '0')})");
if (gfx != 0) seenGfx.Add(gfx);
}
// SkyTime replaces (some sky objects swap GfxObj at specific times).
foreach (var st in group.SkyTime)
foreach (var r in st.SkyObjReplace)
{
uint gfx = (uint)r.GfxObjId;
if (gfx != 0 && seenGfx.Add(gfx))
Console.WriteLine($" REPLACE SkyTime.Begin={st.Begin:F3} OI={r.ObjectIndex} Gfx=0x{gfx:X8}");
}
Console.WriteLine();
}
Console.WriteLine($"Unique GfxObjIds across all DayGroups: {seenGfx.Count}");
Console.WriteLine();
Console.WriteLine("=== Per-GfxObj geometry + UV summary ===");
foreach (uint gid in seenGfx.OrderBy(x => x))
DumpGeoAndUVs(dats, gid);
return 0;
static void DumpGeoAndUVs(DatCollection dats, uint gid)
{
if (gid >= 0x02000000u)
{
if (!dats.TryGet<Setup>(gid, out var setup) || setup is null)
{ Console.WriteLine($"0x{gid:X8} | (Setup not found)"); return; }
Console.WriteLine($"0x{gid:X8} | Setup with {setup.Parts.Count} part(s):");
foreach (var p in setup.Parts) DumpGfx(dats, (uint)p, indent: " ");
return;
}
DumpGfx(dats, gid, indent: "");
}
static void DumpGfx(DatCollection dats, uint gid, string indent)
{
if (!dats.TryGet<GfxObj>(gid, out var go) || go is null)
{ Console.WriteLine($"{indent}0x{gid:X8} | (GfxObj not found)"); return; }
var verts = go.VertexArray?.Vertices;
if (verts is null || verts.Count == 0)
{ Console.WriteLine($"{indent}0x{gid:X8} | 0 verts"); return; }
Vector3 mn = new(float.MaxValue), mx = new(float.MinValue);
float uMin = float.MaxValue, uMax = float.MinValue;
float vMin = float.MaxValue, vMax = float.MinValue;
int uvLayerMax = 0;
foreach (var kv in verts)
{
var v = kv.Value;
var p = new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z);
mn = Vector3.Min(mn, p); mx = Vector3.Max(mx, p);
if (v.UVs is { Count: > 0 } uvs)
{
uvLayerMax = Math.Max(uvLayerMax, uvs.Count);
foreach (var uv in uvs)
{
uMin = Math.Min(uMin, uv.U); uMax = Math.Max(uMax, uv.U);
vMin = Math.Min(vMin, uv.V); vMax = Math.Max(vMax, uv.V);
}
}
}
var size = mx - mn;
int polyCount = go.Polygons?.Count ?? 0;
int surfCount = go.Surfaces?.Count ?? 0;
bool uvOutsideUnit = uvLayerMax > 0
&& (uMin < 0f || uMax > 1f || vMin < 0f || vMax > 1f);
Console.WriteLine($"{indent}0x{gid:X8} | verts={verts.Count} polys={polyCount} surfaces={surfCount} uvLayers={uvLayerMax}");
Console.WriteLine($"{indent} bbox min=({mn.X:F2},{mn.Y:F2},{mn.Z:F2}) max=({mx.X:F2},{mx.Y:F2},{mx.Z:F2}) size=({size.X:F2},{size.Y:F2},{size.Z:F2})");
if (uvLayerMax > 0)
Console.WriteLine($"{indent} UV range U=[{uMin:F3}, {uMax:F3}] V=[{vMin:F3}, {vMax:F3}] {(uvOutsideUnit ? "*** OUTSIDE [0,1] needs REPEAT wrap ***" : "in [0,1]")}");
else
Console.WriteLine($"{indent} UV range (no UVs on any vertex)");
if (go.Surfaces is { Count: > 0 })
for (int i = 0; i < go.Surfaces.Count; i++)
Console.WriteLine($"{indent} Surface[{i}]=0x{(uint)go.Surfaces[i]:X8}");
// Verbose per-vertex dump (capped at 64 verts to keep output bounded).
int dumpN = Math.Min(verts.Count, 64);
int shown = 0;
foreach (var kv in verts)
{
if (shown++ >= dumpN) { Console.WriteLine($"{indent} ...({verts.Count - dumpN} more verts)"); break; }
var v = kv.Value;
string uvStr = v.UVs is null || v.UVs.Count == 0 ? "(none)" : string.Join(" ", v.UVs.Select(u => $"({u.U:F3},{u.V:F3})"));
Console.WriteLine($"{indent} v[{kv.Key,3}] pos=({v.Origin.X,7:F2},{v.Origin.Y,7:F2},{v.Origin.Z,7:F2}) uv={uvStr}");
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<RootNamespace>StarsProbe</RootNamespace>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="C:\Users\erikn\source\repos\acdream\references\DatReaderWriter\DatReaderWriter\DatReaderWriter.csproj" />
</ItemGroup>
</Project>