acdream/src/AcDream.App/Rendering/Shaders/mesh_instanced.vert
Erik 9957070cab feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration
Wire the existing LightManager + WorldTimeService state into visible
rendering. Every draw call (terrain, static mesh, instanced mesh, sky)
now shares one SceneLighting UBO at binding=1 carrying:
  - 8 Light slots (Directional / Point / Spot, retail hard-cutoff)
  - Ambient RGB + active light count
  - Fog start/end/mode + color + lightning flash scalar
  - Camera world position + day fraction

The CPU side (SceneLightingUbo in Core.Lighting) is a POD struct that
gets BufferSubData'd once per frame from GameWindow.OnRender. Shaders
read the block via `layout(std140, binding = 1) uniform SceneLighting`
— no per-program uniform uploads.

Shader changes:
  - mesh.frag + mesh_instanced.frag accumulate 8 dynamic lights per
    fragment using the retail no-attenuation hard-cutoff model
    (r13 §10.2 / §13.1). Sun reads slot 0; spots use hard cos-cone test.
    Additive lightning flash + linear fog layered on top. Saturate
    clamps per-channel to 1.0.
  - terrain.vert bakes AdjustPlanes sun+ambient per vertex using the
    retail MIN_FACTOR = 0.08 ambient floor (r13 §7). terrain.frag adds
    fog + flash on top of the baked vertex color.
  - mesh.vert + mesh_instanced.vert emit vWorldPos so the fragment
    stage can do per-pixel lighting against world-space positions.
  - New sky.vert / sky.frag pair — unlit, scroll-UV, camera-centered,
    with its own 0.1..1e6 far plane. Ports WorldBuilder's skybox.

SkyRenderer (new file in App/Rendering/Sky/) ports WorldBuilder's
SkyboxRenderManager verbatim for the C# idiom: zeroed view translation,
dedicated projection, depth mask off, iterate each visible SkyObject
in the day group, apply arc transform (Z rot for heading + Y rot for
arc sweep), feed TexVelocityX/Y as a scrolling UV offset, apply
per-keyframe SkyObjectReplace overrides (mesh swap + transparency +
luminosity) for overcast / dusk cloud variants.

GameWindow integration:
  - OnLoad parses Region (0x13000000) into LoadedSkyDesc and hot-swaps
    WorldTime's provider to the dat-accurate keyframes. Seeds to noon
    for offline rendering. Creates the SceneLightingUboBinding and the
    SkyRenderer.
  - OnRender: set clear color from atmosphere fog, tick WeatherSystem,
    spawn/stop rain/snow camera-local emitters on kind change, feed
    sun to LightManager (zero intensity indoors — r13 §13.7), tick
    LightManager against viewer pos, build + upload the UBO, draw
    sky before terrain, draw terrain + static + instanced using the
    shared UBO.

5 new UBO packing tests (struct sizes, slot population, 8-light cap,
directional slot 0).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:39:48 +02:00

35 lines
1.1 KiB
GLSL

#version 430 core
// Per-vertex attributes
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
// Per-instance model matrix, split across four vec4 attribute slots.
// A mat4 consumes 4 consecutive attribute locations, so locations 3-6 are
// all occupied by this single logical matrix. The C# side must call
// VertexAttribPointer four times (one per row) and VertexAttribDivisor(loc, 1)
// on each of the four slots.
layout(location = 3) in vec4 aInstanceRow0;
layout(location = 4) in vec4 aInstanceRow1;
layout(location = 5) in vec4 aInstanceRow2;
layout(location = 6) in vec4 aInstanceRow3;
uniform mat4 uViewProjection;
out vec2 vTex;
out vec3 vWorldNormal;
out vec3 vWorldPos;
void main() {
// Reconstruct the per-instance model matrix from its four row vectors.
mat4 model = mat4(aInstanceRow0, aInstanceRow1, aInstanceRow2, aInstanceRow3);
vec4 worldPos = model * vec4(aPosition, 1.0);
gl_Position = uViewProjection * worldPos;
vWorldPos = worldPos.xyz;
// Transform normal into world space.
vWorldNormal = normalize(mat3(model) * aNormal);
vTex = aTexCoord;
}