Iteration on the sky rendering pipeline to restore stars/moon visibility
at night and fix washed-out grey daytime clouds. Key fixes:
* sky.frag: disable fog-mix on sky meshes. Retail's keyframe FogEnd
(0..400m at midnight, up to 2400m during day) is calibrated for
terrain; sky meshes are authored at radii 1050-14271m which sits
past FogEnd universally, causing every sky pixel to saturate to
fogColor (dark navy). Stars, moon, dome texture all got
obliterated. The horizon-glow trade-off is noted in the shader
comment; research item to find retail's sky-specific fog range
later.
* SkyRenderer + sky.frag: promote rep.Luminosity into uEmissive so the
vertex lighting saturates properly for bright keyframes. Retail's
FUN_0059da60 non-luminous path writes rep.Luminosity into
material.Emissive via the cache +0x3c slot; we were instead using
it as a post-fragment multiply which could only dim, never brighten.
Net effect: daytime clouds now render saturated white, dome dims
correctly at night (rep.Luminosity=0.11 → Emissive=0.11), stars
and moon unchanged.
* terrain.vert: MIN_FACTOR 0.08 -> 0.0 per retail FUN_00532440 decompile
(DAT_00796344 ambient-floor = 0.0). Back-lit terrain now falls to
pure ambient rather than getting an 8% sun floor.
New research / tooling (no runtime impact):
* docs/research/2026-04-24-lambert-brightness-split.md — retail's
ambient-brightness formula pinned from PE .rdata read + live
RetailTimeProbe capture: effAmbBright = AmbBright + |sunDir| * 0.2
where scale constant 0x0079a1e8 = 0.2f exactly.
* docs/research/2026-04-23-lightning-real.md — research note on the
dat-baked PhysicsScript-driven lightning path (Rainy DayGroup has
explicit PES-triggered flash SkyObjects with 5ms time windows).
* Corrections stapled to sky-decompile-hunt-{B,C}.md: DAT_00842778 is
DirColor, DAT_0084277c is AmbColor (the hunt docs had the swap
backwards).
* tools/RetailTimeProbe/Program.cs: extended with pid=NNNN selector,
sky global probe (DirColor/AmbColor/AmbBright/sunDir/cache.amb),
and the 0x0079a1e8 scale-factor readout.
* tools/SkyObjectInspect/: throwaway dat-inspector built by the Opus
deep-dive agent. Identified GfxObj 0x010015EF as the stars layer
(A8R8G8B8 128x128 texture, 4% bright-pixel ratio).
* src/AcDream.App/Rendering/TextureCache.cs: per-texture alpha
histogram dump under ACDREAM_DUMP_SKY=1 for diagnosing "are the
clouds decoded with proper alpha" type questions.
README: rewrite to reflect current state (playable pre-alpha rendering
Dereth with animated characters, day-night cycle, weather, etc.)
instead of the stale "Phase 0 dat inventory only" description.
All 742 tests green.
449 lines
19 KiB
C#
449 lines
19 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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// 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)
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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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}
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/// <summary>
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/// Draw the sky for this frame. Called FIRST in the render loop —
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/// terrain / meshes / debug lines / overlay land on top.
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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 Render(
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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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{
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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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_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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if (!obj.IsVisible(dayFraction)) 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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float luminosity = 1f;
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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) luminosity = rep.Luminosity;
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if (rep.MaxBright > 0f) luminosity = MathF.Min(luminosity, 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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_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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_shader.SetFloat("uLuminosity", luminosity);
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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: retail's FUN_0059da60 for non-luminous
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// surfaces writes rep.Luminosity into D3DMATERIAL9.Emissive
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// (via material cache +0x3c). This PROMOTES bright-keyframe
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// clouds into the self-lit term so the litColor saturates
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// and the texture renders at full brightness rather than
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// being dimmed by a per-fragment multiply.
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//
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// If no rep.Luminosity override: fall back to the Surface's
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// static Luminosity (1.0 for dome/sun/moon → saturates;
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// 0.0 for stars → stays ambient-lit, correct retail look).
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float effEmissive = (luminosity > 0f) ? luminosity : sub.SurfLuminosity;
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_shader.SetFloat("uEmissive", effEmissive);
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uint tex = _textures.GetOrUpload(sub.SurfaceId);
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_gl.ActiveTexture(TextureUnit.Texture0);
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_gl.BindTexture(TextureTarget.Texture2D, tex);
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_gl.BindVertexArray(sub.Vao);
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_gl.DrawElements(PrimitiveType.Triangles,
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(uint)sub.IndexCount,
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DrawElementsType.UnsignedInt,
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(void*)0);
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}
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}
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// Restore GL state expected by the rest of the pipeline.
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_gl.Disable(EnableCap.Blend);
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_gl.DepthMask(true);
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_gl.Enable(EnableCap.DepthTest);
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_gl.BindVertexArray(0);
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}
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/// <summary>
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/// Find the <see cref="SkyObjectReplaceData"/> entries for the
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/// keyframe currently "active" at <paramref name="dayFraction"/>.
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/// Matches WorldBuilder's single-keyframe lookup (it picks <c>t1</c>
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/// and doesn't interpolate the replace fields).
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/// </summary>
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private static Dictionary<uint, SkyObjectReplaceData> PickReplaces(
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DayGroupData group, float dayFraction)
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{
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var result = new Dictionary<uint, SkyObjectReplaceData>();
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var times = group.SkyTimes;
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if (times.Count == 0) return result;
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// Pick k1 = last keyframe with Begin <= dayFraction.
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DatSkyKeyframeData k1 = times[^1];
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for (int i = 0; i < times.Count; i++)
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{
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if (times[i].Keyframe.Begin <= dayFraction)
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k1 = times[i];
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else
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break;
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}
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foreach (var r in k1.Replaces)
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result[r.ObjectIndex] = r;
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return result;
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}
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/// <summary>
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/// Lazy GfxObj build — reuses <see cref="GfxObjMesh"/> so the
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/// pos/neg polygon splitting logic stays consistent with the main
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/// static-mesh pipeline. Most sky meshes are single-surface.
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/// </summary>
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private void EnsureMeshUploaded(uint gfxObjId)
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{
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if (_gpuByGfxObj.ContainsKey(gfxObjId)) return;
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// DatCollection isn't thread-safe and the streaming loader can be
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// actively reading a shared DatBinReader buffer; sky meshes are
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// loaded on the render thread but GfxObj.Unpack can race with the
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// streamer. Cache a null entry on any read failure so we don't
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// retry every frame and crash the render loop. A future
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// refactor should move all dat access behind the _datLock.
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GfxObj? gfx = null;
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try { gfx = _dats.Get<GfxObj>(gfxObjId); }
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catch { gfx = null; }
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if (gfx is null)
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{
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_gpuByGfxObj[gfxObjId] = new List<SubMeshGpu>();
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return;
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}
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System.Collections.Generic.IReadOnlyList<GfxObjSubMesh>? subMeshes = null;
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try { subMeshes = GfxObjMesh.Build(gfx, _dats); }
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catch { subMeshes = null; }
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if (subMeshes is null)
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{
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_gpuByGfxObj[gfxObjId] = new List<SubMeshGpu>();
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return;
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}
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// Phase 1 diagnostic: dump Surface.Type flags on every sky GfxObj
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// once, so we can determine which submeshes carry Luminous (0x40)
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// vs plain-lit. This settles the retail "cloud tint = per-vertex
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// lighting on non-Luminous meshes" hypothesis — see
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// docs/research/2026-04-23-sky-retail-verbatim.md §6.
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if (System.Environment.GetEnvironmentVariable("ACDREAM_DUMP_SKY") == "1")
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DumpGfxObjSurfaces(gfxObjId, gfx, subMeshes);
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var gpuList = new List<SubMeshGpu>(subMeshes.Count);
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foreach (var sm in subMeshes)
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gpuList.Add(UploadSubMesh(sm));
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_gpuByGfxObj[gfxObjId] = gpuList;
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}
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/// <summary>
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/// Log each surface's raw flag bits and the derived
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/// <see cref="TranslucencyKind"/>. Called once per GfxObj when
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/// <c>ACDREAM_DUMP_SKY=1</c>. Output format is grep-friendly so
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/// we can pipe the launch log through <c>| grep sky-dump</c> and
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/// recover a complete picture of the Dereth sky without re-running.
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/// </summary>
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private void DumpGfxObjSurfaces(
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uint gfxObjId,
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GfxObj gfx,
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System.Collections.Generic.IReadOnlyList<GfxObjSubMesh> subMeshes)
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{
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Console.WriteLine(
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$"[sky-dump] GfxObj 0x{gfxObjId:X8} Surfaces.Count={gfx.Surfaces.Count} Polygons.Count={gfx.Polygons.Count} SubMeshes.Count={subMeshes.Count}");
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for (int i = 0; i < gfx.Surfaces.Count; i++)
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{
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uint surfaceId = (uint)gfx.Surfaces[i];
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DatReaderWriter.DBObjs.Surface? surface = null;
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try { surface = _dats.Get<DatReaderWriter.DBObjs.Surface>(surfaceId); }
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catch { surface = null; }
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if (surface is null)
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{
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Console.WriteLine($"[sky-dump] Surface[{i}] 0x{surfaceId:X8} -- (dat read failed)");
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continue;
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}
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// SurfaceType is a flag enum — `ToString()` gives the
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// comma-joined names (e.g. "Base1Image, Additive").
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uint rawType = (uint)surface.Type;
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string names = surface.Type.ToString();
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uint origTex = surface.OrigTextureId?.DataId ?? 0u;
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var trans = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
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// Surface's own Luminosity (0..1 fraction per test fixture —
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// different from SkyObjectReplace.Luminosity which lives in the keyframe).
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Console.WriteLine(
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$"[sky-dump] Surface[{i}] 0x{surfaceId:X8} Type=0x{rawType:X8} ({names}) " +
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$"OrigTexture=0x{origTex:X8} Translucency={trans} " +
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$"SurfLuminosity={surface.Luminosity:F4} SurfTranslucency={surface.Translucency:F4}");
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}
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}
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private SubMeshGpu UploadSubMesh(GfxObjSubMesh sm)
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{
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uint vao = _gl.GenVertexArray();
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_gl.BindVertexArray(vao);
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uint vbo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
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fixed (void* p = sm.Vertices)
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_gl.BufferData(BufferTargetARB.ArrayBuffer,
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(nuint)(sm.Vertices.Length * sizeof(Vertex)), p, BufferUsageARB.StaticDraw);
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uint ebo = _gl.GenBuffer();
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_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
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fixed (void* p = sm.Indices)
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_gl.BufferData(BufferTargetARB.ElementArrayBuffer,
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(nuint)(sm.Indices.Length * sizeof(uint)), p, BufferUsageARB.StaticDraw);
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uint stride = (uint)sizeof(Vertex);
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_gl.EnableVertexAttribArray(0);
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_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
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_gl.EnableVertexAttribArray(1);
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_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
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_gl.EnableVertexAttribArray(2);
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||
_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,
|
||
};
|
||
}
|
||
|
||
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;
|
||
}
|
||
}
|