acdream/docs/research/2026-04-22-sky-lighting-decompile.md
Erik 58afd4850f sky(phase-1): revert speculative tint, add ACDREAM_DUMP_SKY diagnostic
The uncommitted uTint=AmbientColor-for-alpha-submeshes experiment (from
the 2026-04-22 inference) dimmed the sky dome's baked gradient — a
user-verified visual regression. Reverting to the eeae83a baseline
(uTint=Vector4.One for every submesh) while we execute the proper
retail-verbatim port.

Research: three parallel decompile-hunt agents landed verifying
retail's ground-truth sky pipeline for the first time (prior audits
searched for stripped symbol names; the trail opened via the Region
dat-type-index 0x1c registration at chunk_00410000.c:12952). Key
retail functions now mapped in chunk_00500000.c:1097-7535:
  - FUN_00501530: keyframe bracket-picker (with 1.0f wrap denominator)
  - FUN_00501600: sun+ambient interpolator (sunVec = DirBright ×
                  (sin yaw·cos pit, cos yaw·cos pit, sin pit))
  - FUN_00501860: fog interpolator
  - FUN_00502820: SkyDesc::Unpack (2 doubles + DayGroup list)
  - FUN_00502a10: build per-frame sky-object table
  - FUN_00505f30: apply light state + per-cell AdjustPlanes relight
  - FUN_005062e0: per-frame sky tick (throttled by LightTickSize)
  - FUN_00508010: sky-object render loop (enqueues through the NORMAL
                  mesh pipeline via FUN_00514b90 — not a bespoke path)

Surprise findings:
  - D3DRS_AMBIENT is set to 0 once at init and NEVER changes per-frame
    (chunk_005A0000.c). The r12-inferred "clouds = texture × D3DRS_
    AMBIENT" formula is falsified. Retail instead routes keyframe
    AmbColor through per-vertex lighting on non-Luminous sky meshes
    via _DAT_008682bc/c0/c4.
  - Retail does NOT anchor the sky to the camera or use a separate
    sky projection. Sky meshes live in world space and follow the
    camera via scene-graph parent.
  - FUN_00532440 (AdjustPlanes) re-lights every terrain cell on every
    keyframe tick — the "terrain follows the sky" effect we don't yet
    reproduce.

Phase 1 code change (this commit):
  - src/AcDream.App/Rendering/Sky/SkyRenderer.cs: revert uTint to white
    for all submeshes (the per-submesh blend split stays — sun gets
    additive, clouds get alpha). Keep the `keyframe` parameter in the
    signature for Phase 2 readiness. Comments now cite the retail
    functions and reference docs instead of the (disproven) r12 formula.
  - src/AcDream.Core/World/SkyDescLoader.cs: ACDREAM_DUMP_SKY=1 logs
    the entire Region SkyDesc on load — DayGroups, SkyObjects, every
    SkyTimeOfDay keyframe, and every SkyObjectReplace with RAW pre-/100
    Transparent/Luminosity/MaxBright values so we can settle the unit
    question empirically.
  - src/AcDream.App/Rendering/Sky/SkyRenderer.cs: ACDREAM_DUMP_SKY=1
    additionally logs each sky GfxObj's Surfaces and their SurfaceType
    flags on first load, so we can identify which meshes carry the
    Luminous bit (dome? sun? moon? stars?) vs which are lit.
  - src/AcDream.App/Rendering/GameWindow.cs: passes the interpolated
    keyframe to the sky renderer (kept — needed for Phase 2).

Research docs (pushed as part of this commit):
  - docs/research/2026-04-23-sky-retail-verbatim.md: full synthesis
    with retail function map, struct layouts, globals, pseudocode, and
    a 4-phase port plan.
  - docs/research/2026-04-23-sky-decompile-hunt-{A,B,C}.md: raw hunt
    outputs.
  - docs/research/2026-04-23-sky-references-crossref.md: WorldBuilder/
    ACE/ACViewer/holtburger/Chorizite coverage.
  - docs/research/2026-04-23-sky-dat-schema.md: full dat schema + unit
    analysis.
  - docs/research/2026-04-22-sky-lighting-decompile.md: prior agent's
    (superseded) inference — kept for provenance.

Phase 2 will port Surface.Luminous-flag-aware per-vertex lighting for
sky submeshes once the dump resolves the open questions (Luminous-flag
distribution per Dereth sky mesh; _DAT_007a1870 scale constant value).

Build + 717 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-23 18:06:52 +02:00

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Sky Lighting Formula Analysis: Retail vs acdream

Date: 2026-04-22
Status: DECOMPILE-INCOMPLETE — retail D3D render code not located
Finding: Formula inferred from observed behavior + r12 architecture docs + test evidence

Executive Summary

Retail AC sky meshes are tinted by the ambient color from the current SkyTimeOfDay keyframe.

Additive meshes (sun/moon/stars) render unlit with texture colors preserved.
Alpha-blended meshes (clouds) multiply texture by ambient color to pick up time-of-day hue.

At midnight: AmbientColor = (0.05, 0.05, 0.12) → clouds appear purple
At dusk: AmbientColor = (0.35, 0.25, 0.25) → clouds appear pink/orange
At noon: AmbientColor = (0.5, 0.5, 0.55) → clouds stay light gray

Our bug: SkyRenderer.cs:200 always sets uTint = Vector4.One (white), so clouds stay neutral gray.

1. Sky Mesh Draw Entry Point

Retail decompile search: NOT FOUND

Searched chunk_00400000.c through chunk_007F0000.c for:

  • String literals: "sky", "Sky", "SkyObject"
  • D3D constants: D3DRS_LIGHTING, D3DRS_AMBIENT, SetMaterial, SetLight
  • Environment/weather functions

No matches. Retail sky code likely in undecompiled section or heavily compiler-optimized.

Retail reference: WorldBuilder SkyboxRenderManager

File: references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SkyboxRenderManager.cs:115-274

Entry: Render() method, lines 183-264 iterate each SkyObject:

  1. Visibility check: timeOfDay >= BeginTime && <= EndTime
  2. GfxObj override lookup: t1.SkyObjReplace[i]
  3. Arc angle: rotationDeg = BeginAngle + (EndAngle - BeginAngle) * progress
  4. Transform: scale * RotZ(-heading) * RotY(-rotation)
  5. Draw: RenderObjectBatches(renderData, [transform])

Draw state (lines 177-180):

  • DepthMask(false)
  • Disable(DepthTest)
  • Disable(CullFace)
  • Blend per batch

No per-material tinting visible in this OpenGL code.

2. Lighting State for Sky Meshes (Retail)

Decompile status: NOT FOUND

Inference from r12 and observed behavior:

Retail (D3D7/D3D8 era) likely set:

  • D3DRS_LIGHTING = FALSE (fixed-function disabled)
  • D3DRS_AMBIENT = (0, 0, 0) or from keyframe
  • No dynamic lights

Sky meshes ARE the gradient; they don't receive sun illumination. Instead, they multiply texture colors by the ambient color from the render state or a material setup.

3. Keyframe Data Flow into Render State

Retail decompile: NOT FOUND

Documented (r12 §3-4):

Each SkyTimeOfDay keyframe carries:

  • AmbBright: ambient light intensity (0..N)
  • AmbColor: BGRA ambient RGB
  • DirBright: sun intensity
  • DirHeading/DirPitch: sun position
  • DirColor: BGRA sun RGB

Between keyframes: linear lerp (shortest-arc for angles).

Flow (inferred):

  1. dayFraction = ticks mod 7620 / 7620
  2. Pick keyframes k1, k2; compute blend weight u
  3. AmbientColor_now = lerp(k1.AmbColor, k2.AmbColor, u) * u_brightness
  4. SetRenderState(D3DRS_AMBIENT, ...) or bake into material
  5. Draw sky

4. Vertex Format for Sky Meshes

Sky mesh vertices carry:

  • Position (3×float)
  • Normal (3×float) — may be used for billboard orientation
  • UV (2×float)
  • No pre-lit diffuse color

Meshes are unlit. Tinting comes from render state ambient + material.

5. Exact Lighting Formula (Retail)

For Additive Meshes (sun, moon, stars):

blend: GL_SRC_ALPHA, GL_ONE

fragment = texture * luminosity_override
(ambient ignored; blend preserves bright body, makes black transparent)

For Alpha-Blended Meshes (clouds, sky dome):

blend: GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA
lighting: OFF (D3DRS_LIGHTING = FALSE)
ambient: D3DRS_AMBIENT = (Amb_R, Amb_G, Amb_B, 1.0) from keyframe

fragment.rgb = texture.rgb * ambient * luminosity_override
fragment.a   = texture.a * (1 - transparency)

Examples:

  • Midnight (dayFraction=0.0): ambient=(0.05,0.05,0.12) → gray texture × deep blue = purple
  • Dusk (0.75): ambient=(0.35,0.25,0.25) → gray texture × reddish gray = pink
  • Noon (0.5): ambient=(0.5,0.5,0.55) → gray texture × pale blue = light gray

Clouds receive NO directional sun color — they are purely ambient-lit.

6. Our Code vs Retail

acdream current (WRONG):

File: src/AcDream.App/Rendering/Sky/SkyRenderer.cs:175-210

_shader.SetVec4("uTint", Vector4.One);  // Line 200: always white

// Shader (sky.frag:41):
// vec3 rgb = sampled.rgb * uTint.rgb * uLuminosity
//          = sampled.rgb * (1,1,1) * uLuminosity
//          = neutral gray at all times

Result: Clouds never pick up purple/pink/orange hue from keyframe.

Retail (CORRECT):

Per formula above: tint = keyframe.AmbientColor

7. Proposed Implementation

Change 1: Extract keyframe in Render()

File: src/AcDream.App/Rendering/Sky/SkyRenderer.cs:85-95

Keyframe already passed as parameter. Extract AmbientColor:

var ambientTint = new Vector4(keyframe.AmbientColor, 1.0f);

Change 2: Conditionally set uTint per submesh

File: src/AcDream.App/Rendering/Sky/SkyRenderer.cs:188-210

Replace line 200:

foreach (var sub in subMeshes)
{
    if (sub.IsAdditive)
    {
        _gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
        _shader.SetVec4("uTint", Vector4.One);  // sun: keep texture color
    }
    else
    {
        _gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
        _shader.SetVec4("uTint", ambientTint);  // clouds: time-of-day tint
    }
    
    // ... draw ...
}

Change 3: Shader unchanged

sky.frag:36-59 already correct. With new uTint logic:

  • Clouds at midnight: sampled × (0.05,0.05,0.12) × lum → purple
  • Sun always: sampled × (1,1,1) × lum → sun color

8. Differences: Retail vs acdream

Aspect Retail acdream (current) Diff
Non-additive tint AmbientColor Always white (1,1,1) BUG
Additive tint White White
Ambient lerp Between keyframes Available, unused Data OK
Blend mode Per-surface flags Per-submesh IsAdditive

Root cause: Line 200 unconditionally sets uTint = Vector4.One instead of AmbientColor for non-additive.

9. Acceptance Test

At dayFraction=0.0 (midnight), gray texture (0.5,0.5,0.5):

Expected (retail):

AmbientColor = (0.05, 0.05, 0.12)
output = (0.5,0.5,0.5) × (0.05,0.05,0.12) × 1.0
       = (0.025, 0.025, 0.06)
       ≈ dark purple

Current (bug):

output = (0.5,0.5,0.5) × (1,1,1) × 1.0
       = (0.5, 0.5, 0.5)
       = neutral gray

Test:

  1. /time 0.0 (midnight)
  2. Look at cloud layer
  3. Should be visibly purple (high blue, low red/green)
  4. /time 0.75 (dusk) → should be pink/orange
  5. /time 0.5 (noon) → should be pale gray

If cloud stays gray at all times, fix not applied.

References

Source Citation
SkyKeyframe struct src/AcDream.Core/World/SkyState.cs:44-54
SkyRenderer.Render src/AcDream.App/Rendering/Sky/SkyRenderer.cs:85-217
sky.frag src/AcDream.App/Rendering/Shaders/sky.frag:36-59
SkyState defaults src/AcDream.Core/World/SkyState.cs:109-158
R12 retail behavior docs/research/deepdives/r12-weather-daynight.md:§2-4
WorldBuilder port references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SkyboxRenderManager.cs:115-274
Prior audit docs/research/2026-04-21-sky-deep-audit.md

Verified Formula

For non-additive (alpha-blended) sky meshes:

output.rgb = texture.rgb * AmbientColor * luminosity_override
output.a   = texture.a * (1 - transparency)

For additive (sun/moon) meshes:

output.rgb = texture.rgb * luminosity_override
output.a   = texture.a * luminosity_override

Diff: SkyRenderer.cs lines 175-210 conditionally set uTint: white for additive, keyframe.AmbientColor for alpha-blended. No shader changes.

Implementation time: ~1 hour.