Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).
Post-review fixes folded into this commit:
H1: AttachLocal (is_parent_local=1) follows live parent each frame.
ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
let the owning subsystem refresh AnchorPos every tick — matches
ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
parent frame when is_parent_local != 0. Drops the renderer-side
cameraOffset hack that only worked when the parent was the camera.
H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
retail-faithful (1 - translucency) opacity formula. The code was
right; the comment was a leftover from an earlier hypothesis and
would have invited a wrong "fix".
M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
and restores them to Repeat at end-of-pass, so non-sky renderers
that share the GL handle can't silently inherit clamped wrap state.
M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
weather-flagged AND bit 0x08 is clear, matching retail
GameSky::UpdatePosition 0x00506dd0. The old code applied it to
every post-scene object — a no-op today (every Dereth post-scene
entry happens to be weather-flagged) but a future post-scene-only
sun rim would have been pushed below the camera.
M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
handles from the per-entity tracking dictionaries, fixing a slow
leak where naturally-expired emitters' handles stayed in the
ConcurrentBag forever during long sessions.
M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
can't ever overlap the object-index range. Synthetic IDs stay in
the reserved 0xFxxxxxxx space.
New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking
dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
116 lines
5.1 KiB
GLSL
116 lines
5.1 KiB
GLSL
#version 430 core
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// Sky mesh vertex shader — retail-verbatim D3D fixed-function lighting
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// ported to per-vertex GLSL. Evidence trail:
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//
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// docs/research/2026-04-23-sky-material-state.md
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// §Q2 — retail FUN_0059da60 writes D3DMATERIAL9 per-mesh:
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// Material.Emissive.rgb = (Surface.Luminosity, Lum, Lum, 1)
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// Material.Ambient/Diffuse from texture-modulate defaults
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// §Q4 — D3DRS_LIGHTING is ON for sky meshes
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// §Q6 — fragment formula:
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// lit = Emissive
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// + material.Ambient × light.Ambient
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// + material.Diffuse × light.Diffuse × max(dot(N, -sun), 0)
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//
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// Our `uAmbientColor` = retail's light.Ambient (AmbColor × AmbBright,
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// pre-multiplied by SkyDescLoader). `uSunColor` = retail's light.Diffuse
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// (DirColor × DirBright). `uSunDir` is a unit vector FROM surface TO
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// sun (so `dot(N, uSunDir)` is the diffuse intensity directly; no
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// extra negation needed — see SkyStateProvider.SunDirectionFromKeyframe).
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// `uEmissive` is Surface.Luminosity for this submesh.
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//
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// Phase 2 (2026-04-23) tried the same formula and produced a visible
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// east/west "blue-green-yellow sweep" — in hindsight that was CORRECT
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// retail behaviour but paired with a wrong DayGroup pick ("Sunny" with
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// sharp warm sun when retail rolled "Cloudy" with diffuse overcast).
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// After Phase 3g fixed the LCG multiplier so acdream + retail agree on
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// the DayGroup, the same formula should now match retail visually.
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//
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// NOTE: no clamp at the vertex — retail's D3D fixed-function lighting
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// can produce lit values > 1.0 and the final clamp happens at the
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// framebuffer write. Doing that same "let it overbright" here keeps
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// the dome's emissive=1 saturation path intact.
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTex;
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uniform mat4 uModel;
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uniform mat4 uSkyView;
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uniform mat4 uSkyProjection;
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uniform vec2 uUvScroll;
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// Per-frame lighting (from SkyKeyframe):
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uniform vec3 uAmbientColor; // AmbColor × AmbBright (retail light.Ambient)
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uniform vec3 uSunColor; // DirColor × DirBright (retail light.Diffuse)
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uniform vec3 uSunDir; // unit vector FROM surface TO sun
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// Per-submesh (from Surface.Luminosity float):
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uniform float uEmissive;
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uniform float uDiffuseFactor;
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// Shared SceneLighting UBO — we need uFogParams.xy (fog start/end) to
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// compute the vertex fog factor. Must match sky.frag's declaration.
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struct Light {
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vec4 posAndKind;
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vec4 dirAndRange;
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vec4 colorAndIntensity;
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vec4 coneAngleEtc;
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};
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layout(std140, binding = 1) uniform SceneLighting {
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Light uLights[8];
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vec4 uCellAmbient;
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vec4 uFogParams; // x=fogStart, y=fogEnd, z=flash, w=fogMode
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vec4 uFogColor;
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vec4 uCameraAndTime;
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};
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out vec2 vTex;
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out vec3 vTint;
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out float vFogFactor; // 1 = no fog (close), 0 = full fog (far)
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void main() {
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vTex = aTex + uUvScroll;
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gl_Position = uSkyProjection * uSkyView * uModel * vec4(aPos, 1.0);
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// uModel for sky is pure rotation (Z then Y) — orthonormal, so
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// mat3(uModel) transforms normals correctly without inverse-transpose.
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vec3 worldNormal = normalize(mat3(uModel) * aNormal);
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// Retail per-vertex fixed-function lighting (AMBIENT=0 globally,
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// so the global ambient term drops; only light.Ambient contributes).
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// Clamp to [0,1] at the vertex — retail's D3DRS_COLORCLAMP defaults
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// to clamping lit vertex colours to 1.0 BEFORE texture modulate.
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// Without this, a dome vertex (uEmissive=1) picks up ambient+diff
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// on top of already-saturated emissive, producing > 1.5 lit values
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// that our framebuffer cap (1.2) lets through as 20% overbright
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// vs retail's 1.0-clamped reference. User-observed 2026-04-23.
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float diff = max(dot(worldNormal, uSunDir), 0.0);
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vec3 lit = vec3(uEmissive) // material.Emissive
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+ uAmbientColor // material.Ambient(1) × light.Ambient
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+ (uSunColor * uDiffuseFactor) * diff;
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vTint = clamp(lit, 0.0, 1.0);
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// Retail vertex-fog in 3D-range mode (FOGVERTEXMODE=LINEAR,
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// RANGEFOGENABLE=1, FOGTABLEMODE=NONE per device init — never
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// toggled per frame). Distance = `|worldPos - cameraPos|`. Since
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// our sky view matrix has translation zeroed (sky is camera-
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// centered), the post-uModel position IS the camera-relative
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// world-space vector, so its length is the 3D range distance.
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// See docs/research/2026-04-23-sky-fog.md.
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//
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// Formula: fogFactor = clamp((fogEnd - dist) / (fogEnd - fogStart), 0, 1)
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// 1.0 → no fog contribution (scene color wins)
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// 0.0 → full fog color (sky color fades to fog)
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//
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// Sky meshes have intrinsic radii in the thousands of meters (dome
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// / stars / moon are authored at large distances in the dat); at
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// typical keyframe FOGEND=2400m, the dome saturates to fogColor at
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// its horizon band. THAT is how retail colors the horizon at dusk.
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vec4 worldPos = uModel * vec4(aPos, 1.0);
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float dist = length(worldPos.xyz);
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float fogStart = uFogParams.x;
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float fogEnd = uFogParams.y;
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float span = max(fogEnd - fogStart, 1e-3);
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vFogFactor = clamp((fogEnd - dist) / span, 0.0, 1.0);
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}
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