Ports WorldBuilder's GL sampler-object pattern
(references/WorldBuilder/Chorizite.OpenGLSDLBackend/OpenGLGraphicsDevice.cs:115-132,
SkyboxRenderManager.cs:312). Two persistent samplers (Repeat +
ClampToEdge) are created once at GL init; the sky pass binds the
appropriate one to texture unit 0 per submesh instead of mutating
per-texture GL_TEXTURE_WRAP_S/T state.
Why this is better than the prior M1 track-and-restore hack:
1. Sampler state is decoupled from texture state. Two renderers can
share the same texture handle but sample it with different wrap
modes simultaneously and safely — sampler state at the bind point
overrides the texture's own wrap parameters.
2. No bookkeeping. Drops the HashSet<uint> clamped-textures tracking
and the end-of-pass restore loop. The only restore needed is
BindSampler(0, 0) to release unit 0 back to per-texture state.
3. Constant cost. Sampler objects are created once per GL context,
not per draw. Filter modes match TextureCache's upload defaults
(Linear/Linear, no mipmaps) so the binding is purely a wrap-mode
selection.
Field count: SkyRenderer.cs -28 lines, +14 lines. GameWindow.cs gets
the SamplerCache field + ctor + Dispose. SkyRenderer disposed before
SamplerCache so the sky teardown path doesn't reference a freed
sampler handle.
dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(unchanged).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
782 lines
37 KiB
C#
782 lines
37 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using AcDream.Core.Meshing;
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using AcDream.Core.Terrain;
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using AcDream.Core.World;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering.Sky;
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/// <summary>
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/// Port of <c>references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SkyboxRenderManager.cs</c>.
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/// Draws the retail sky as a stack of independent celestial meshes (the
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/// "it's not a dome" insight from r12 §2) rather than a cube/sphere
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/// with a gradient texture. Each <see cref="SkyObjectData"/> is
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/// visible in a window of day-fraction space, sweeps from
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/// <c>BeginAngle</c> to <c>EndAngle</c> across the sky, and samples its
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/// texture with a per-frame UV scroll driven by <c>TexVelocityX/Y</c>.
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///
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/// <para>
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/// GL state delta per frame:
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/// <list type="bullet">
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/// <item><description>Depth mask OFF, depth test OFF, cull OFF — the sky
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/// should never occlude scene geometry.</description></item>
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/// <item><description>Separate projection matrix with a 0.1–1e6 near/far
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/// so mesh vertices at large distance don't clip.</description></item>
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/// <item><description>View matrix with translation zeroed — sky is
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/// always camera-centred; moving doesn't get you closer to the
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/// sun.</description></item>
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/// </list>
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/// </para>
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///
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/// <para>
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/// Meshes are built lazily per GfxObj id on first reference. The
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/// per-object arc transform matches WorldBuilder's composition:
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/// <c>scale × RotZ(-heading) × RotY(-rotation)</c> — the negative signs
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/// come from AC's Z-up right-handed convention where heading is
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/// measured clockwise from north.
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/// </para>
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/// </summary>
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public sealed unsafe class SkyRenderer : IDisposable
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{
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private readonly GL _gl;
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private readonly DatCollection _dats;
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private readonly Shader _shader;
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private readonly TextureCache _textures;
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private readonly SamplerCache _samplers;
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// Lazily-built GPU resources per sky-GfxObj.
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private readonly Dictionary<uint, List<SubMeshGpu>> _gpuByGfxObj = new();
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// When did we start running — used to accumulate TexVelocityX/Y over
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// real time (independent of the day-fraction clock).
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private readonly DateTime _startedAt = DateTime.UtcNow;
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// Configurable render distance — retail uses ~1e6; anything larger
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// than the scene far plane works.
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public float Near { get; set; } = 0.1f;
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public float Far { get; set; } = 1_000_000f;
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public SkyRenderer(GL gl, DatCollection dats, Shader shader, TextureCache textures, SamplerCache samplers)
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{
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_gl = gl ?? throw new ArgumentNullException(nameof(gl));
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_dats = dats ?? throw new ArgumentNullException(nameof(dats));
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_shader = shader ?? throw new ArgumentNullException(nameof(shader));
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_textures = textures ?? throw new ArgumentNullException(nameof(textures));
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_samplers = samplers ?? throw new ArgumentNullException(nameof(samplers));
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}
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/// <summary>
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/// Draw all NON-WEATHER sky objects (dome, sun, moon, stars, clouds —
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/// every <c>SkyObject</c> with <c>Properties & 0x04 == 0</c>).
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/// Called BEFORE the scene; terrain / meshes / debug lines / overlay
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/// land on top via depth-test.
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///
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/// <para>
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/// Mirrors the first half of retail's <c>LScape::draw</c> at
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/// <c>0x00506330</c>: that function calls <c>GameSky::Draw(0)</c>
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/// (sky pass) before the landblock loop, then <c>GameSky::Draw(1)</c>
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/// (weather pass) after. acdream splits the same way — see
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/// <see cref="RenderWeather"/> for the post-scene companion.
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/// </para>
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///
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/// <para>
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/// Each submesh renders with retail's per-vertex lighting formula:
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/// <c>tint = clamp(emissive + ambient + max(dot(N, -sunDir), 0) * sunColor, 0, 1)</c>
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/// where <c>emissive</c> is the submesh's <c>Surface.Luminosity</c>
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/// float (1.0 for dome + sun + moon → texture passthrough via
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/// saturation; 0.0 for clouds → get the full time-of-day tint).
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/// <paramref name="keyframe"/> supplies the AmbientColor and SunColor
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/// already pre-multiplied by AmbBright / DirBright (loader-side).
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/// </para>
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/// <para>
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/// See <c>docs/research/2026-04-23-sky-retail-verbatim.md</c> §6 for
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/// the full decompile citation. The empirical Dereth dump (
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/// <c>ACDREAM_DUMP_SKY=1</c>, logged 2026-04-23) confirmed the
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/// <c>SurfaceType.Luminous</c> flag bit is NOT set on any Dereth sky
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/// mesh — the differentiator is the <c>Surface.Luminosity</c> FLOAT
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/// field.
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/// </para>
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/// </summary>
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public void RenderSky(
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ICamera camera,
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Vector3 cameraWorldPos,
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float dayFraction,
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DayGroupData? group,
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SkyKeyframe keyframe,
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bool environOverrideActive = false)
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=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe,
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postScenePass: false, environOverrideActive: environOverrideActive);
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/// <summary>
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/// Draw the POST-SCENE sky objects (the foreground rain mesh
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/// <c>0x01004C44</c> on Rainy DayGroups, plus any other SkyObject with
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/// <c>Properties & 0x01 != 0</c>). Called AFTER the scene so these
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/// meshes paint on top of terrain and entities — retail-faithful order
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/// from <c>LScape::draw</c> at <c>0x00506330</c>, where
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/// <c>GameSky::Draw(1)</c> fires after the <c>DrawBlock</c> loop and
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/// renders the <c>after_sky_cell</c> contents. With depth-test
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/// disabled and additive blend (the rain Surface flag includes
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/// Additive), the 815m-tall rain cylinder's bright streak texels add
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/// over the scene — making rain appear in the air between camera and
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/// character instead of only at the horizon.
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/// <para>
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/// Method name kept as <c>RenderWeather</c> for API stability; the
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/// pass actually partitions on <see cref="SkyObjectData.IsPostScene"/>
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/// (Properties bit <c>0x01</c>), not <see cref="SkyObjectData.IsWeather"/>
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/// (bit <c>0x04</c>). The two bits are independent in retail per
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/// <c>GameSky::CreateDeletePhysicsObjects</c> at <c>0x005073c0</c>.
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/// </para>
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/// </summary>
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public void RenderWeather(
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ICamera camera,
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Vector3 cameraWorldPos,
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float dayFraction,
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DayGroupData? group,
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SkyKeyframe keyframe,
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bool environOverrideActive = false)
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=> RenderPass(camera, cameraWorldPos, dayFraction, group, keyframe,
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postScenePass: true, environOverrideActive: environOverrideActive);
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/// <summary>
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/// Shared pass for <see cref="RenderSky"/> and <see cref="RenderWeather"/>.
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/// Sets up the same GL state for both (depth-test off, additive +
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/// alpha-blend per submesh, camera-anchored translation) and iterates
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/// only the SkyObjects matching the requested partition by
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/// <see cref="SkyObjectData.IsPostScene"/> — bit <c>0x01</c> per the
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/// retail decomp at <c>GameSky::MakeObject</c> (<c>0x00506ee0</c>).
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/// </summary>
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private void RenderPass(
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ICamera camera,
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Vector3 cameraWorldPos,
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float dayFraction,
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DayGroupData? group,
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SkyKeyframe keyframe,
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bool postScenePass,
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bool environOverrideActive)
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{
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if (group is null || group.SkyObjects.Count == 0) return;
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// Build a sky projection with a huge far plane so 1e6m-distant
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// celestial meshes don't clip. The FOV is cargo-culted from the
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// camera's projection — see WorldBuilder's implementation.
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float fovY = MathF.PI / 3f; // 60° — matches FlyCamera/ChaseCamera
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float aspect = camera.Aspect;
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if (aspect <= 0f) aspect = 16f / 9f;
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var skyProj = Matrix4x4.CreatePerspectiveFieldOfView(fovY, aspect, Near, Far);
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// View with translation zeroed — keeps the sky at camera origin
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// regardless of camera position in the world.
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var skyView = camera.View;
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skyView.M41 = 0f;
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skyView.M42 = 0f;
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skyView.M43 = 0f;
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_shader.Use();
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_shader.SetMatrix4("uSkyView", skyView);
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_shader.SetMatrix4("uSkyProjection", skyProj);
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// Retail per-vertex lighting inputs (AdjustPlanes formula).
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// AmbColor/SunColor are already × AmbBright/DirBright from
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// SkyDescLoader. SunDir is the unit vector FROM surface TO sun
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// derived from the keyframe's DirHeading/DirPitch.
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_shader.SetVec3("uAmbientColor", keyframe.AmbientColor);
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_shader.SetVec3("uSunColor", keyframe.SunColor);
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_shader.SetVec3("uSunDir",
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AcDream.Core.World.SkyStateProvider.SunDirectionFromKeyframe(keyframe));
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// Save + override GL state.
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_gl.DepthMask(false);
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_gl.Disable(EnableCap.DepthTest);
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// Save + disable CullFace for the sky pass; restore at the end.
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// Mirrors TextRenderer.cs's save/restore pattern. Without this the
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// sky pass left CullFace disabled regardless of its prior state,
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// which is benign today (the global convention in this codebase is
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// off and subsequent renderers manage their own CullFace) but
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// would break the moment any future caller assumes back-face
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// culling stays on across the sky pass.
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bool wasCullFace = _gl.IsEnabled(EnableCap.CullFace);
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_gl.Disable(EnableCap.CullFace);
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_gl.Enable(EnableCap.Blend);
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// Default blend — overridden per-submesh inside the inner loop.
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// Additive surfaces (sun/moon/stars via SurfaceType.Additive =
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// 0x10000) get GL_SRC_ALPHA / GL_ONE; alpha-blended (clouds, dome
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// with Alpha flag) get GL_SRC_ALPHA / GL_ONE_MINUS_SRC_ALPHA.
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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// Look up the keyframe's override list so we can apply
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// SkyObjReplace (r12 §2.3): per-keyframe GfxObj swaps + rotation
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// override + transparency fade + luminosity cap.
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var replaces = PickReplaces(group, dayFraction);
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float secondsSinceStart = (float)(DateTime.UtcNow - _startedAt).TotalSeconds;
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for (int i = 0; i < group.SkyObjects.Count; i++)
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{
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var obj = group.SkyObjects[i];
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// Partition by post-scene flag (Properties bit 0x01) — the
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// caller chose either the pre-scene sky pass (bit clear) or
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// the post-scene pass (bit set). Mirrors retail
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// GameSky::CreateDeletePhysicsObjects at 0x005073c0 / decomp
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// line 269036 which routes (Properties & 1) into
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// before_sky_cell vs after_sky_cell, and GameSky::Draw at
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// 0x00506ff0 which renders those cells in the two passes.
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// NOTE: bit 0x04 (IsWeather) is independent — it gates whether
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// the object is instantiated when weather_enabled is false.
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// Earlier acdream incorrectly used IsWeather for this
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// partition, putting the outer rain cylinder 0x01004C42
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// (Props=0x04, NO bit 0x01) into the post-scene pass with the
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// foreground rain — double-thick rain not matching retail.
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if (obj.IsPostScene != postScenePass) continue;
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if (!obj.IsVisible(dayFraction)) continue;
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// Retail GameSky::Draw (0x00506ff0) skips Properties bit 0x02
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// objects while an AdminEnvirons fog override is active. Normal
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// DayGroup fog/tint still draws them.
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if (environOverrideActive && (obj.Properties & 0x02u) != 0u)
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continue;
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// Apply per-keyframe replace overrides.
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uint gfxObjId = obj.GfxObjId;
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float headingDeg = 0f;
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float transparent = 0f;
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// Replace-override luminosity. Stays NaN when there is no
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// replace entry or none of the keyframe's overrides are set,
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// and that NaN is the signal to fall back to the surface's
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// authored Luminosity at draw time. This replaces the previous
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// `luminosity = 1f` default which masked the surface value
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// because the `(luminosity > 0) ? luminosity : sub.SurfLuminosity`
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// fallback at the inner loop never fired (1f is always > 0).
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// RainMeshProbe (committed b8e0857) confirmed empirically that
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// NO Dereth sky surface carries the SurfaceType.Luminous flag
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// bit (0x40) — the differentiator is purely the float field.
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float replaceLuminosity = float.NaN;
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float replaceDiffuse = float.NaN;
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if (replaces.TryGetValue((uint)i, out var rep))
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{
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if (rep.GfxObjId != 0) gfxObjId = rep.GfxObjId;
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if (rep.Rotate != 0f) headingDeg = rep.Rotate;
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transparent = Math.Clamp(rep.Transparent, 0f, 1f);
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if (rep.Luminosity > 0f) replaceLuminosity = rep.Luminosity;
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// Retail GameSky::UseTime routes max_bright through
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// CPhysicsObj::SetDiffusion, so it replaces material diffuse,
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// not emissive/luminosity.
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if (rep.MaxBright > 0f)
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replaceDiffuse = rep.MaxBright;
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}
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if (gfxObjId == 0) continue;
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// Current arc angle across the sky.
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float rotationDeg = obj.CurrentAngle(dayFraction);
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float headingRad = headingDeg * (MathF.PI / 180f);
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float rotationRad = rotationDeg * (MathF.PI / 180f);
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// Matches WorldBuilder's composition for a Z-up right-handed
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// frame with heading measured clockwise from north.
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var model = Matrix4x4.CreateScale(1.0f)
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* Matrix4x4.CreateRotationZ(-headingRad)
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* Matrix4x4.CreateRotationY(-rotationRad);
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// Retail weather Z-offset (GameSky::UpdatePosition at
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// 0x00506dd0, decomp lines 0x506e96..0x506e98):
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//
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// if (((eax_13 & 4) != 0 && (eax_13 & 8) == 0))
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// int32_t var_4_1 = 0xc2f00000; // 0xc2f00000 == -120.0f
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//
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// Gate: bit 0x04 (weather) set AND bit 0x08 unset. NOT every
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// post-scene SkyObject — bit 0x01 (post-scene) is independent
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// of bit 0x04 (weather). Today's Dereth ships every post-scene
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// entry as also weather-flagged so the previous unconditional
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// offset was a no-op divergence, but a future DayGroup with a
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// post-scene-but-not-weather entry (e.g. a foreground sun rim)
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// would have been pushed 120m below the camera and rendered as
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// floor lint.
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//
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// Without the offset on the rain cylinder GfxObjs
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// 0x01004C42/0x01004C44 (local Z range 0.11..814.90) the
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// cylinder bottom sits at z=0.11 ABOVE the camera (skyView
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// translation is zeroed so model-origin == camera); looking
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// horizontally shows nothing. With -120m the cylinder spans z
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// = (camera-119.89)..(camera+694.90) — camera is inside,
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// looking in any direction shows surrounding walls — the
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// volumetric foreground-rain look retail has.
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if (postScenePass && obj.IsWeather && (obj.Properties & 0x08u) == 0u)
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model = model * Matrix4x4.CreateTranslation(0f, 0f, -120f);
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_shader.SetMatrix4("uModel", model);
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// UV scroll accumulates real-time × velocity. Wrap to [0, 1]
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// so long-running sessions don't accumulate float precision
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// loss in the fragment UV.
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float uOffset = (obj.TexVelocityX * secondsSinceStart) % 1f;
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float vOffset = (obj.TexVelocityY * secondsSinceStart) % 1f;
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_shader.SetVec2("uUvScroll", new Vector2(uOffset, vOffset));
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_shader.SetFloat("uTransparency", transparent);
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EnsureMeshUploaded(gfxObjId);
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if (!_gpuByGfxObj.TryGetValue(gfxObjId, out var subMeshes)) continue;
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foreach (var sub in subMeshes)
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{
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// Per-submesh blend mode: sun/moon/stars are Additive
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// (SurfaceType.Additive = 0x10000), clouds are AlphaBlend,
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// sky dome is Base1Image (Opaque, mapped to
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// SrcAlpha/InvSrcAlpha for a no-op blend at alpha=1).
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// See FUN_00508010 (chunk_00500000.c:7535) for the retail
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// pattern — retail routes sky meshes through the normal
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// mesh pipeline where Surface flags dictate state.
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if (sub.IsAdditive)
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
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else
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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// Emissive source picks the surface's authored Luminosity by
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// default; the per-keyframe replace data can OVERRIDE
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// (rep.Luminosity > 0) or CAP (rep.MaxBright). This matches
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// retail's FUN_0059da60: surface.Luminosity → D3DMATERIAL.Emissive
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// (via material cache +0x3c), with the keyframe replace
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// promoting bright-keyframe clouds when the keyframe asks.
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//
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// Empirical Dereth sky surfaces (RainMeshProbe, b8e0857):
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// dome/sun/moon → Lum=1.0 → vTint saturates → texture
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// passthrough (correct retail look);
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// stars/clouds → Lum=0.0 → vTint = ambient + diffuse →
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// picks up the time-of-day tint;
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// rain → Lum=0.1484 → faint emissive baseline,
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// ambient+diffuse adds atmospheric tint.
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//
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// Pre-fix: the replace-override variable defaulted to 1f and
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// the fallback `(luminosity > 0) ? luminosity : sub.SurfLuminosity`
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// never fired — every sky mesh got effEmissive=1.0,
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// saturating vTint. That made stars/clouds look full-bright
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// instead of time-of-day-tinted, and made rain streaks
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// 6.7× too bright (one of two factors compounding the
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// foreground-rim visibility bug).
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float effEmissive = float.IsNaN(replaceLuminosity)
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? sub.SurfLuminosity
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: replaceLuminosity;
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float effDiffuse = float.IsNaN(replaceDiffuse)
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? sub.SurfDiffuse
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: replaceDiffuse;
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_shader.SetFloat("uEmissive", effEmissive);
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_shader.SetFloat("uDiffuseFactor", effDiffuse);
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// Material alpha is final opacity: 1 - Surface.Translucency
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// for Translucent surfaces, 1 for non-Translucent surfaces.
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// The CPU computes it once so the shader just multiplies it
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// with texture alpha and keyframe transparency.
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_shader.SetFloat("uSurfOpacity", sub.SurfOpacity);
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// Retail D3DPolyRender::SetSurface at 0x59c882 calls
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// SetFFFogAlphaDisabled(1) when the Additive flag (0x10000)
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// is set on the Surface — so the sun, moon, stars, and any
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// additive cloud sheet are drawn WITHOUT fog. Skipping fog
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// on additive surfaces keeps the sun bright at horizon
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// dusk/dawn (where fog would otherwise dim it to fog color).
|
||
// Non-additive sky meshes (the dome/background layers)
|
||
// still mix toward keyframe fog with the floor mitigation
|
||
// in sky.frag. That restores the broad green/purple Rainy
|
||
// DayGroup tint behind the cloud sheet while raw-additive
|
||
// 0x08000023 remains unfogged and keeps the pink detail.
|
||
_shader.SetFloat("uApplyFog", sub.DisableFog ? 0f : 1f);
|
||
|
||
uint tex = _textures.GetOrUpload(sub.SurfaceId);
|
||
_gl.ActiveTexture(TextureUnit.Texture0);
|
||
_gl.BindTexture(TextureTarget.Texture2D, tex);
|
||
|
||
// 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).
|
||
//
|
||
// Implementation: bind a persistent sampler object to
|
||
// texture unit 0. Sampler state overrides the texture's
|
||
// own wrap state, so two renderers can share the same
|
||
// texture handle but sample it with different wrap modes
|
||
// safely. Ported from WorldBuilder
|
||
// (Chorizite.OpenGLSDLBackend/Lib/SkyboxRenderManager.cs:312).
|
||
bool needsRepeat = sub.NeedsUvRepeat
|
||
|| obj.TexVelocityX != 0f
|
||
|| obj.TexVelocityY != 0f;
|
||
_gl.BindSampler(0, needsRepeat ? _samplers.Wrap : _samplers.Clamp);
|
||
|
||
_gl.BindVertexArray(sub.Vao);
|
||
_gl.DrawElements(PrimitiveType.Triangles,
|
||
(uint)sub.IndexCount,
|
||
DrawElementsType.UnsignedInt,
|
||
(void*)0);
|
||
}
|
||
}
|
||
|
||
// Restore GL state expected by the rest of the pipeline.
|
||
// Critical: unbind the sampler from unit 0. While bound, sampler
|
||
// state overrides the texture's own wrap parameters, so leaving
|
||
// (e.g.) Clamp bound would silently force ClampToEdge on every
|
||
// subsequent draw on unit 0 regardless of how that texture was
|
||
// configured at upload time.
|
||
_gl.BindSampler(0, 0);
|
||
_gl.Disable(EnableCap.Blend);
|
||
_gl.DepthMask(true);
|
||
_gl.Enable(EnableCap.DepthTest);
|
||
if (wasCullFace) _gl.Enable(EnableCap.CullFace);
|
||
_gl.BindVertexArray(0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Find the <see cref="SkyObjectReplaceData"/> entries for the
|
||
/// keyframe currently "active" at <paramref name="dayFraction"/>.
|
||
/// Matches WorldBuilder's single-keyframe lookup (it picks <c>t1</c>
|
||
/// and doesn't interpolate the replace fields).
|
||
/// </summary>
|
||
private static Dictionary<uint, SkyObjectReplaceData> PickReplaces(
|
||
DayGroupData group, float dayFraction)
|
||
{
|
||
var result = new Dictionary<uint, SkyObjectReplaceData>();
|
||
var times = group.SkyTimes;
|
||
if (times.Count == 0) return result;
|
||
|
||
// Pick k1 = last keyframe with Begin <= dayFraction.
|
||
DatSkyKeyframeData k1 = times[^1];
|
||
for (int i = 0; i < times.Count; i++)
|
||
{
|
||
if (times[i].Keyframe.Begin <= dayFraction)
|
||
k1 = times[i];
|
||
else
|
||
break;
|
||
}
|
||
|
||
foreach (var r in k1.Replaces)
|
||
result[r.ObjectIndex] = r;
|
||
|
||
return result;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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
|
||
// streamer. Cache a null entry on any read failure so we don't
|
||
// retry every frame and crash the render loop. A future
|
||
// refactor should move all dat access behind the _datLock.
|
||
GfxObj? gfx = null;
|
||
try { gfx = _dats.Get<GfxObj>(gfxObjId); }
|
||
catch { gfx = null; }
|
||
|
||
if (gfx is null)
|
||
{
|
||
_gpuByGfxObj[gfxObjId] = new List<SubMeshGpu>();
|
||
return;
|
||
}
|
||
|
||
System.Collections.Generic.IReadOnlyList<GfxObjSubMesh>? subMeshes = null;
|
||
try { subMeshes = GfxObjMesh.Build(gfx, _dats); }
|
||
catch { subMeshes = null; }
|
||
|
||
if (subMeshes is null)
|
||
{
|
||
_gpuByGfxObj[gfxObjId] = new List<SubMeshGpu>();
|
||
return;
|
||
}
|
||
|
||
// Phase 1 diagnostic: dump Surface.Type flags on every sky GfxObj
|
||
// once, so we can determine which submeshes carry Luminous (0x40)
|
||
// vs plain-lit. This settles the retail "cloud tint = per-vertex
|
||
// lighting on non-Luminous meshes" hypothesis — see
|
||
// docs/research/2026-04-23-sky-retail-verbatim.md §6.
|
||
if (System.Environment.GetEnvironmentVariable("ACDREAM_DUMP_SKY") == "1")
|
||
DumpGfxObjSurfaces(gfxObjId, gfx, subMeshes);
|
||
|
||
var gpuList = new List<SubMeshGpu>(subMeshes.Count);
|
||
foreach (var sm in subMeshes)
|
||
gpuList.Add(UploadSubMesh(sm));
|
||
_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
|
||
/// <c>ACDREAM_DUMP_SKY=1</c>. Output format is grep-friendly so
|
||
/// we can pipe the launch log through <c>| grep sky-dump</c> and
|
||
/// recover a complete picture of the Dereth sky without re-running.
|
||
/// </summary>
|
||
private void DumpGfxObjSurfaces(
|
||
uint gfxObjId,
|
||
GfxObj gfx,
|
||
System.Collections.Generic.IReadOnlyList<GfxObjSubMesh> subMeshes)
|
||
{
|
||
Console.WriteLine(
|
||
$"[sky-dump] GfxObj 0x{gfxObjId:X8} Surfaces.Count={gfx.Surfaces.Count} Polygons.Count={gfx.Polygons.Count} SubMeshes.Count={subMeshes.Count}");
|
||
|
||
for (int i = 0; i < gfx.Surfaces.Count; i++)
|
||
{
|
||
uint surfaceId = (uint)gfx.Surfaces[i];
|
||
DatReaderWriter.DBObjs.Surface? surface = null;
|
||
try { surface = _dats.Get<DatReaderWriter.DBObjs.Surface>(surfaceId); }
|
||
catch { surface = null; }
|
||
|
||
if (surface is null)
|
||
{
|
||
Console.WriteLine($"[sky-dump] Surface[{i}] 0x{surfaceId:X8} -- (dat read failed)");
|
||
continue;
|
||
}
|
||
|
||
// SurfaceType is a flag enum — `ToString()` gives the
|
||
// comma-joined names (e.g. "Base1Image, Additive").
|
||
uint rawType = (uint)surface.Type;
|
||
string names = surface.Type.ToString();
|
||
uint origTex = surface.OrigTextureId?.DataId ?? 0u;
|
||
var trans = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
|
||
// Surface's own Luminosity (0..1 fraction per test fixture —
|
||
// different from SkyObjectReplace.Luminosity which lives in the keyframe).
|
||
Console.WriteLine(
|
||
$"[sky-dump] Surface[{i}] 0x{surfaceId:X8} Type=0x{rawType:X8} ({names}) " +
|
||
$"OrigTexture=0x{origTex:X8} Translucency={trans} " +
|
||
$"SurfLuminosity={surface.Luminosity:F4} SurfaceTranslucency={surface.Translucency:F4}");
|
||
}
|
||
}
|
||
|
||
private SubMeshGpu UploadSubMesh(GfxObjSubMesh sm)
|
||
{
|
||
uint vao = _gl.GenVertexArray();
|
||
_gl.BindVertexArray(vao);
|
||
|
||
uint vbo = _gl.GenBuffer();
|
||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
|
||
fixed (void* p = sm.Vertices)
|
||
_gl.BufferData(BufferTargetARB.ArrayBuffer,
|
||
(nuint)(sm.Vertices.Length * sizeof(Vertex)), p, BufferUsageARB.StaticDraw);
|
||
|
||
uint ebo = _gl.GenBuffer();
|
||
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
|
||
fixed (void* p = sm.Indices)
|
||
_gl.BufferData(BufferTargetARB.ElementArrayBuffer,
|
||
(nuint)(sm.Indices.Length * sizeof(uint)), p, BufferUsageARB.StaticDraw);
|
||
|
||
uint stride = (uint)sizeof(Vertex);
|
||
_gl.EnableVertexAttribArray(0);
|
||
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
|
||
_gl.EnableVertexAttribArray(1);
|
||
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
|
||
_gl.EnableVertexAttribArray(2);
|
||
_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float)));
|
||
|
||
_gl.BindVertexArray(0);
|
||
|
||
// Classify blend mode from the Surface's flags. Sun/moon/stars with
|
||
// `SurfaceType.Additive = 0x10000` get GL_ONE / GL_ONE (their texture
|
||
// has a black background and a bright body; additive makes the
|
||
// background contribute nothing and the body glow on top of the sky).
|
||
//
|
||
// NOTE: earlier revision also treated `SurfaceType.Luminous = 0x40`
|
||
// as additive, but that flag is present on the sky DOME itself and
|
||
// on cloud sheets — turning those additive blew the whole sky to
|
||
// white. `Luminous` means "self-illuminated / unshaded" in retail's
|
||
// render pipeline, not "additive blend". Only the Additive bit
|
||
// toggles the blend mode.
|
||
bool isAdditive = sm.Translucency == TranslucencyKind.Additive;
|
||
|
||
return new SubMeshGpu
|
||
{
|
||
Vao = vao,
|
||
Vbo = vbo,
|
||
Ebo = ebo,
|
||
IndexCount = sm.Indices.Length,
|
||
SurfaceId = sm.SurfaceId,
|
||
IsAdditive = isAdditive,
|
||
SurfLuminosity = sm.Luminosity,
|
||
SurfDiffuse = sm.Diffuse,
|
||
NeedsUvRepeat = sm.NeedsUvRepeat,
|
||
SurfOpacity = sm.SurfOpacity,
|
||
DisableFog = sm.DisableFog,
|
||
};
|
||
}
|
||
|
||
public void Dispose()
|
||
{
|
||
foreach (var subs in _gpuByGfxObj.Values)
|
||
{
|
||
foreach (var sub in subs)
|
||
{
|
||
_gl.DeleteBuffer(sub.Vbo);
|
||
_gl.DeleteBuffer(sub.Ebo);
|
||
_gl.DeleteVertexArray(sub.Vao);
|
||
}
|
||
}
|
||
_gpuByGfxObj.Clear();
|
||
}
|
||
|
||
private sealed class SubMeshGpu
|
||
{
|
||
public uint Vao;
|
||
public uint Vbo;
|
||
public uint Ebo;
|
||
public int IndexCount;
|
||
public uint SurfaceId;
|
||
/// <summary>
|
||
/// True if the Surface's <c>SurfaceType.Additive</c> flag (0x10000)
|
||
/// is set. Drives the blend func switch (GL_ONE vs GL_ONE_MINUS_SRC_ALPHA).
|
||
/// Computed once at upload; avoids a per-frame dat lookup.
|
||
/// </summary>
|
||
public bool IsAdditive;
|
||
/// <summary>
|
||
/// <c>Surface.Luminosity</c> float (0..1 — NOT the SurfaceType.Luminous
|
||
/// flag bit). Passed to the sky fragment shader as <c>uEmissive</c>;
|
||
/// when 1.0 it saturates the lighting math so the mesh renders at
|
||
/// full texture brightness (dome, sun). When 0.0 the mesh picks up
|
||
/// the time-of-day ambient+diffuse tint (clouds). See
|
||
/// <c>docs/research/2026-04-23-sky-retail-verbatim.md</c> §6.
|
||
/// </summary>
|
||
public float SurfLuminosity;
|
||
public float SurfDiffuse;
|
||
/// <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>
|
||
/// Final surface opacity from <see cref="GfxObjSubMesh.SurfOpacity"/>.
|
||
/// Translucent surfaces use <c>1 - Surface.Translucency</c>; other
|
||
/// surfaces stay at 1.0.
|
||
/// </summary>
|
||
public float SurfOpacity;
|
||
public bool DisableFog;
|
||
}
|
||
}
|