acdream/src/AcDream.App/Rendering/Sky/SkyRenderer.cs
Erik 1d54880213 sky(phase-8): retail-faithful night sky + README refresh
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.
2026-04-24 20:34:36 +02:00

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.Core.Meshing;
using AcDream.Core.Terrain;
using AcDream.Core.World;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering.Sky;
/// <summary>
/// Port of <c>references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/SkyboxRenderManager.cs</c>.
/// Draws the retail sky as a stack of independent celestial meshes (the
/// "it's not a dome" insight from r12 §2) rather than a cube/sphere
/// with a gradient texture. Each <see cref="SkyObjectData"/> is
/// visible in a window of day-fraction space, sweeps from
/// <c>BeginAngle</c> to <c>EndAngle</c> across the sky, and samples its
/// texture with a per-frame UV scroll driven by <c>TexVelocityX/Y</c>.
///
/// <para>
/// GL state delta per frame:
/// <list type="bullet">
/// <item><description>Depth mask OFF, depth test OFF, cull OFF — the sky
/// should never occlude scene geometry.</description></item>
/// <item><description>Separate projection matrix with a 0.11e6 near/far
/// so mesh vertices at large distance don't clip.</description></item>
/// <item><description>View matrix with translation zeroed — sky is
/// always camera-centred; moving doesn't get you closer to the
/// sun.</description></item>
/// </list>
/// </para>
///
/// <para>
/// Meshes are built lazily per GfxObj id on first reference. The
/// per-object arc transform matches WorldBuilder's composition:
/// <c>scale × RotZ(-heading) × RotY(-rotation)</c> — the negative signs
/// come from AC's Z-up right-handed convention where heading is
/// measured clockwise from north.
/// </para>
/// </summary>
public sealed unsafe class SkyRenderer : IDisposable
{
private readonly GL _gl;
private readonly DatCollection _dats;
private readonly Shader _shader;
private readonly TextureCache _textures;
// Lazily-built GPU resources per sky-GfxObj.
private readonly Dictionary<uint, List<SubMeshGpu>> _gpuByGfxObj = new();
// When did we start running — used to accumulate TexVelocityX/Y over
// real time (independent of the day-fraction clock).
private readonly DateTime _startedAt = DateTime.UtcNow;
// Configurable render distance — retail uses ~1e6; anything larger
// than the scene far plane works.
public float Near { get; set; } = 0.1f;
public float Far { get; set; } = 1_000_000f;
public SkyRenderer(GL gl, DatCollection dats, Shader shader, TextureCache textures)
{
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
_dats = dats ?? throw new ArgumentNullException(nameof(dats));
_shader = shader ?? throw new ArgumentNullException(nameof(shader));
_textures = textures ?? throw new ArgumentNullException(nameof(textures));
}
/// <summary>
/// Draw the sky for this frame. Called FIRST in the render loop —
/// terrain / meshes / debug lines / overlay land on top.
///
/// <para>
/// Each submesh renders with retail's per-vertex lighting formula:
/// <c>tint = clamp(emissive + ambient + max(dot(N, -sunDir), 0) * sunColor, 0, 1)</c>
/// where <c>emissive</c> is the submesh's <c>Surface.Luminosity</c>
/// float (1.0 for dome + sun + moon → texture passthrough via
/// saturation; 0.0 for clouds → get the full time-of-day tint).
/// <paramref name="keyframe"/> supplies the AmbientColor and SunColor
/// already pre-multiplied by AmbBright / DirBright (loader-side).
/// </para>
/// <para>
/// See <c>docs/research/2026-04-23-sky-retail-verbatim.md</c> §6 for
/// the full decompile citation. The empirical Dereth dump (
/// <c>ACDREAM_DUMP_SKY=1</c>, logged 2026-04-23) confirmed the
/// <c>SurfaceType.Luminous</c> flag bit is NOT set on any Dereth sky
/// mesh — the differentiator is the <c>Surface.Luminosity</c> FLOAT
/// field.
/// </para>
/// </summary>
public void Render(
ICamera camera,
Vector3 cameraWorldPos,
float dayFraction,
DayGroupData? group,
SkyKeyframe keyframe)
{
if (group is null || group.SkyObjects.Count == 0) return;
// Build a sky projection with a huge far plane so 1e6m-distant
// celestial meshes don't clip. The FOV is cargo-culted from the
// camera's projection — see WorldBuilder's implementation.
float fovY = MathF.PI / 3f; // 60° — matches FlyCamera/ChaseCamera
float aspect = camera.Aspect;
if (aspect <= 0f) aspect = 16f / 9f;
var skyProj = Matrix4x4.CreatePerspectiveFieldOfView(fovY, aspect, Near, Far);
// View with translation zeroed — keeps the sky at camera origin
// regardless of camera position in the world.
var skyView = camera.View;
skyView.M41 = 0f;
skyView.M42 = 0f;
skyView.M43 = 0f;
_shader.Use();
_shader.SetMatrix4("uSkyView", skyView);
_shader.SetMatrix4("uSkyProjection", skyProj);
// Retail per-vertex lighting inputs (AdjustPlanes formula).
// AmbColor/SunColor are already × AmbBright/DirBright from
// SkyDescLoader. SunDir is the unit vector FROM surface TO sun
// derived from the keyframe's DirHeading/DirPitch.
_shader.SetVec3("uAmbientColor", keyframe.AmbientColor);
_shader.SetVec3("uSunColor", keyframe.SunColor);
_shader.SetVec3("uSunDir",
AcDream.Core.World.SkyStateProvider.SunDirectionFromKeyframe(keyframe));
// Save + override GL state.
_gl.DepthMask(false);
_gl.Disable(EnableCap.DepthTest);
_gl.Disable(EnableCap.CullFace);
_gl.Enable(EnableCap.Blend);
// Default blend — overridden per-submesh inside the inner loop.
// Additive surfaces (sun/moon/stars via SurfaceType.Additive =
// 0x10000) get GL_SRC_ALPHA / GL_ONE; alpha-blended (clouds, dome
// with Alpha flag) get GL_SRC_ALPHA / GL_ONE_MINUS_SRC_ALPHA.
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
// Look up the keyframe's override list so we can apply
// SkyObjReplace (r12 §2.3): per-keyframe GfxObj swaps + rotation
// override + transparency fade + luminosity cap.
var replaces = PickReplaces(group, dayFraction);
float secondsSinceStart = (float)(DateTime.UtcNow - _startedAt).TotalSeconds;
for (int i = 0; i < group.SkyObjects.Count; i++)
{
var obj = group.SkyObjects[i];
if (!obj.IsVisible(dayFraction)) continue;
// Apply per-keyframe replace overrides.
uint gfxObjId = obj.GfxObjId;
float headingDeg = 0f;
float transparent = 0f;
float luminosity = 1f;
if (replaces.TryGetValue((uint)i, out var rep))
{
if (rep.GfxObjId != 0) gfxObjId = rep.GfxObjId;
if (rep.Rotate != 0f) headingDeg = rep.Rotate;
transparent = Math.Clamp(rep.Transparent, 0f, 1f);
if (rep.Luminosity > 0f) luminosity = rep.Luminosity;
if (rep.MaxBright > 0f) luminosity = MathF.Min(luminosity, rep.MaxBright);
}
if (gfxObjId == 0) continue;
// Current arc angle across the sky.
float rotationDeg = obj.CurrentAngle(dayFraction);
float headingRad = headingDeg * (MathF.PI / 180f);
float rotationRad = rotationDeg * (MathF.PI / 180f);
// Matches WorldBuilder's composition for a Z-up right-handed
// frame with heading measured clockwise from north.
var model = Matrix4x4.CreateScale(1.0f)
* Matrix4x4.CreateRotationZ(-headingRad)
* Matrix4x4.CreateRotationY(-rotationRad);
_shader.SetMatrix4("uModel", model);
// UV scroll accumulates real-time × velocity. Wrap to [0, 1]
// so long-running sessions don't accumulate float precision
// loss in the fragment UV.
float uOffset = (obj.TexVelocityX * secondsSinceStart) % 1f;
float vOffset = (obj.TexVelocityY * secondsSinceStart) % 1f;
_shader.SetVec2("uUvScroll", new Vector2(uOffset, vOffset));
_shader.SetFloat("uTransparency", transparent);
_shader.SetFloat("uLuminosity", luminosity);
EnsureMeshUploaded(gfxObjId);
if (!_gpuByGfxObj.TryGetValue(gfxObjId, out var subMeshes)) continue;
foreach (var sub in subMeshes)
{
// Per-submesh blend mode: sun/moon/stars are Additive
// (SurfaceType.Additive = 0x10000), clouds are AlphaBlend,
// sky dome is Base1Image (Opaque, mapped to
// SrcAlpha/InvSrcAlpha for a no-op blend at alpha=1).
// See FUN_00508010 (chunk_00500000.c:7535) for the retail
// pattern — retail routes sky meshes through the normal
// mesh pipeline where Surface flags dictate state.
if (sub.IsAdditive)
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
else
_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
// Emissive source: retail's FUN_0059da60 for non-luminous
// surfaces writes rep.Luminosity into D3DMATERIAL9.Emissive
// (via material cache +0x3c). This PROMOTES bright-keyframe
// clouds into the self-lit term so the litColor saturates
// and the texture renders at full brightness rather than
// being dimmed by a per-fragment multiply.
//
// If no rep.Luminosity override: fall back to the Surface's
// static Luminosity (1.0 for dome/sun/moon → saturates;
// 0.0 for stars → stays ambient-lit, correct retail look).
float effEmissive = (luminosity > 0f) ? luminosity : sub.SurfLuminosity;
_shader.SetFloat("uEmissive", effEmissive);
uint tex = _textures.GetOrUpload(sub.SurfaceId);
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2D, tex);
_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.
_gl.Disable(EnableCap.Blend);
_gl.DepthMask(true);
_gl.Enable(EnableCap.DepthTest);
_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 GfxObj build — reuses <see cref="GfxObjMesh"/> so the
/// pos/neg polygon splitting logic stays consistent with the main
/// static-mesh pipeline. Most sky meshes are single-surface.
/// </summary>
private void EnsureMeshUploaded(uint gfxObjId)
{
if (_gpuByGfxObj.ContainsKey(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>
/// 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} SurfTranslucency={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,
};
}
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;
}
}