Two independent investigations (in-house decomp re-check + two
external agent reports) converged on the same root cause for the
"too blue-white sky" symptom:
acdream computed SunColor = DirColor × DirBright and AmbientColor =
AmbColor × AmbBright. Retail computes them from the magnitude of a
specially-shaped sun vector instead. Per the named retail decomp:
SkyDesc::GetLighting at 0x00500ac9 (decomp 261343-261353):
sunVec.x = sin(H_rad) × DirBright × cos(P_rad)
sunVec.y = cos(P_rad) ← NOT scaled by DirBright
sunVec.z = DirBright × sin(P_rad)
PrimD3DRender::UpdateLightsInternal at 0x0059b57c (decomp 424118):
D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²)
SmartBox::SetWorldAmbientLight callsite at 0x0050560b (decomp 267117):
SetWorldAmbientLight(sqrt(|sunVec|²) × 0.2 + ambient_level, ...)
Y stays unscaled by DirBright on purpose, so |sunVec| ≠ DirBright in
general — the magnitude varies with sun pitch/heading. That's what
gives retail's "sun feels stronger when it's overhead, ambient warms
up at midday" behavior we were missing.
Added SkyStateProvider.RetailSunVector(kf) that builds the vector
verbatim. SkyKeyframe.SunColor / AmbientColor now compose via |sunVec|.
SunDirectionFromKeyframe normalizes the same vector (replaces our
geometrically-clean spherical convention which didn't match retail's
deliberate Y-decoupled-from-heading shape).
Tests:
- Replaced the linear-interp assumption in
Interpolate_BetweenKeyframes_LerpsColors with a test on the RAW
inputs (DirColor, AmbBright, etc.) — those still lerp linearly;
the composite SunColor doesn't, intentionally.
- Added 4 golden-value tests for the new formulas
(RetailSunVector_AtZenith, _AtHorizonNorth,
SunColor_UsesRetailMagnitudeNotDirBrightDirectly,
AmbientColor_BoostsByTwentyPercentOfSunVectorLength).
- Updated stale LoadFromRegion_SunColor_IsPrepreMultipliedByBrightness
test to LoadFromRegion_SunColor_UsesRetailSunVectorMagnitude
with the new expected magnitude.
User visually verified — acdream's sky shifted from blue-white toward
the warm tint retail shows at the same keyframe.
1227 tests pass.
181 lines
6.3 KiB
C#
181 lines
6.3 KiB
C#
using System.Numerics;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.World;
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public sealed class SkyStateTests
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{
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[Fact]
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public void Default_Has4Keyframes()
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{
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var sky = SkyStateProvider.Default();
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Assert.Equal(4, sky.KeyframeCount);
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}
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[Fact]
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public void Interpolate_AtExactKeyframe_ReturnsThatFrameData()
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{
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var sky = SkyStateProvider.Default();
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var noon = sky.Interpolate(0.5f); // noon keyframe
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// Noon sky color should be near white (1.0 ish).
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Assert.InRange(noon.SunColor.X, 0.9f, 1.1f);
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Assert.InRange(noon.SunColor.Y, 0.9f, 1.1f);
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}
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[Fact]
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public void Interpolate_BetweenKeyframes_LerpsRawInputs()
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{
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var sky = SkyStateProvider.Default();
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var dawn = sky.Interpolate(0.25f);
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var noon = sky.Interpolate(0.5f);
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var midPt = sky.Interpolate(0.375f);
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// The RAW per-channel inputs (DirColor, AmbColor, brightness scalars)
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// lerp linearly between adjacent keyframes — that's the retail-faithful
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// separate-channel interpolation. The composite SunColor / AmbientColor
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// properties intentionally do NOT lerp linearly (their magnitude
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// depends nonlinearly on heading/pitch/brightness via the retail
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// sun-vector formula), so we assert on the raw inputs here.
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float low = System.Math.Min(dawn.DirColor.Y, noon.DirColor.Y);
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float high = System.Math.Max(dawn.DirColor.Y, noon.DirColor.Y);
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Assert.InRange(midPt.DirColor.Y, low, high);
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}
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[Fact]
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public void RetailSunVector_AtZenith_HasMagnitudeEqualToBrightness()
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{
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// Sun straight up (P=90°): cos(P)=0, sin(P)=1.
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// sunVec = (sin(H)×B×0, 0, B×1) = (0, 0, B)
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// |sunVec| = B
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var kf = new SkyKeyframe(
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Begin: 0.5f,
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SunHeadingDeg: 0f,
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SunPitchDeg: 90f,
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DirColor: Vector3.One,
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DirBright: 1.5f,
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AmbColor: Vector3.One,
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AmbBright: 0.3f,
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FogColor: Vector3.One,
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FogDensity: 0f);
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var v = SkyStateProvider.RetailSunVector(kf);
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Assert.InRange(v.Length(), 1.49f, 1.51f);
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}
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[Fact]
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public void RetailSunVector_AtHorizonNorth_MagnitudeIsOne()
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{
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// Sun on horizon to the north (H=0°, P=0°): cos(P)=1, sin(P)=0.
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// sunVec = (sin(0)×B×1, 1, B×0) = (0, 1, 0)
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// |sunVec| = 1 regardless of B (because Y is unscaled by B)
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var kf = new SkyKeyframe(
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Begin: 0f,
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SunHeadingDeg: 0f,
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SunPitchDeg: 0f,
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DirColor: Vector3.One,
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DirBright: 2.0f, // anything
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AmbColor: Vector3.One,
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AmbBright: 1f,
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FogColor: Vector3.One,
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FogDensity: 0f);
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var v = SkyStateProvider.RetailSunVector(kf);
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Assert.InRange(v.Length(), 0.99f, 1.01f);
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}
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[Fact]
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public void SunColor_UsesRetailMagnitudeNotDirBrightDirectly()
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{
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// At sun pitch 90° (zenith) with H=0, B=2: |sunVec| = 2.
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// SunColor = DirColor × |sunVec| = (0.5, 0.5, 0.5) × 2 = (1, 1, 1).
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var kf = new SkyKeyframe(
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Begin: 0.5f,
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SunHeadingDeg: 0f,
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SunPitchDeg: 90f,
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DirColor: new Vector3(0.5f, 0.5f, 0.5f),
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DirBright: 2.0f,
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AmbColor: Vector3.One,
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AmbBright: 0.3f,
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FogColor: Vector3.One,
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FogDensity: 0f);
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Assert.InRange(kf.SunColor.X, 0.99f, 1.01f);
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Assert.InRange(kf.SunColor.Y, 0.99f, 1.01f);
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Assert.InRange(kf.SunColor.Z, 0.99f, 1.01f);
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}
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[Fact]
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public void AmbientColor_BoostsByTwentyPercentOfSunVectorLength()
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{
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// |sunVec| = 1 (horizon north), AmbBright = 0.4, AmbColor = (1,1,1).
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// AmbientColor = AmbColor × (AmbBright + 0.2 × |sunVec|)
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// = (1,1,1) × (0.4 + 0.2) = (0.6, 0.6, 0.6).
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var kf = new SkyKeyframe(
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Begin: 0f,
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SunHeadingDeg: 0f,
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SunPitchDeg: 0f,
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DirColor: Vector3.One,
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DirBright: 1f,
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AmbColor: Vector3.One,
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AmbBright: 0.4f,
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FogColor: Vector3.One,
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FogDensity: 0f);
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Assert.InRange(kf.AmbientColor.X, 0.59f, 0.61f);
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}
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[Fact]
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public void Interpolate_Wraps_AcrossMidnight()
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{
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var sky = SkyStateProvider.Default();
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var justAfterMidnight = sky.Interpolate(0.01f);
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// Should return finite valid state (not NaN).
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Assert.False(float.IsNaN(justAfterMidnight.SunColor.X));
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Assert.False(float.IsNaN(justAfterMidnight.AmbientColor.X));
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}
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[Fact]
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public void SunDirectionFromKeyframe_ReturnsUnitVector()
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{
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var kf = new SkyKeyframe(
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Begin: 0.5f,
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SunHeadingDeg: 180f, // south
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SunPitchDeg: 70f,
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DirColor: Vector3.One,
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DirBright: 1f,
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AmbColor: Vector3.One,
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AmbBright: 1f,
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FogColor: Vector3.One,
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FogDensity: 0.001f);
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var dir = SkyStateProvider.SunDirectionFromKeyframe(kf);
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Assert.InRange(dir.Length(), 0.99f, 1.01f);
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}
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[Fact]
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public void WorldTimeService_SyncFromServer_SetsTicks()
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{
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var service = new WorldTimeService(SkyStateProvider.Default());
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service.SyncFromServer(12345.0);
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// NowTicks advances by real elapsed time; but immediately after
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// sync it should be at or very close to the synced value.
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Assert.InRange(service.NowTicks, 12345.0, 12346.0);
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}
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[Fact]
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public void WorldTimeService_DayFraction_RespectsSync()
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{
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var service = new WorldTimeService(SkyStateProvider.Default());
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// Need to aim for dayFraction 0.5 (Gloaming-and-Half, slot 15 since tick 0 = slot 7).
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// Sync to (0.5 - 7/16) * DayTicks = (1/16) * DayTicks — 1 slot past Morntide-and-Half = Midsong.
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// Actually simpler: target fraction 7/16 (slot 7 = Morntide-and-Half) by syncing to tick 0.
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service.SyncFromServer(0);
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Assert.InRange(service.DayFraction, 0.43, 0.44); // 7/16 = 0.4375
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Assert.True(service.IsDaytime);
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}
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}
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