Two independent brightness bugs were compounding to make rain ~6.7×
too bright at the cylinder rim, and clouds full-bright instead of
time-of-day-tinted:
**Fix 1 — Surface.Translucency was never plumbed to the shader.**
Retail's D3DPolyRender::SetSurface at 0x59c767: when the Surface's
Translucent (0x10) bit is set, its translucency float drives per-vertex
alpha (curr_alpha = ftol(0.5 × 255) = 127). ACViewer
(TextureCache.cs:142) and WorldBuilder (ObjectMeshManager.cs:1115) both
encode the same as `opacity = (1 - x)`. acdream read only Surface.Type
and Surface.Luminosity in GfxObjMesh.Build() — Surface.Translucency
(the float) was never read, never stored, never reached the shader.
For the rain Surface 0x080000C5 (Translucency=0.5) this meant rain
streaks were at full alpha=1.0 instead of 0.5 — 2× brighter than retail
under the (SrcAlpha, One) blend.
Plumbed end-to-end:
GfxObjSubMesh.SurfTranslucency (init float, default 0)
GfxObjMesh.Build() reads surface.Translucency next to .Luminosity
SubMeshGpu.SurfTranslucency carries it to draw time
SkyRenderer.RenderPass writes uniform `uSurfTranslucency`
sky.frag final alpha: a = sampled.a × (1 - uTransparency) ×
(1 - uSurfTranslucency)
Bonus reach: cloud surface 0x08000023 has Translucency=0.25 → clouds
also dimmed by 25%, more retail-faithful overall.
**Fix 2 — Emissive default was 1.0 instead of the surface's actual Luminosity.**
The sky shader's `effEmissive = (luminosity > 0) ? luminosity : sub.SurfLuminosity`
fallback never fired because the local `luminosity` defaulted to 1f (always
> 0). Every sky mesh got effEmissive=1.0, saturating vTint to white before
the alpha blend. The comment claimed the fallback was active; the code
disagreed.
Empirical sky-surface LUMINOUS audit (RainMeshProbe a6e7108) found that
NO Dereth sky surface carries the SurfaceType.Luminous flag (0x40) —
the previous code comment that did was wrong. The differentiator is
purely the Surface.Luminosity FLOAT:
dome/sun/moon: Lum=1.0 → vTint saturates → texture passthrough
stars/clouds: Lum=0.0 → vTint = ambient + sun·N·L → time-of-day tint
rain: Lum=0.1484 → faint emissive baseline + lit additions
Refactored:
replaceLuminosity = NaN sentinel for "no replace override"
rep.Luminosity > 0 → set replaceLuminosity to override value
rep.MaxBright > 0 → cap replaceLuminosity at MaxBright
effEmissive = NaN ? sub.SurfLuminosity : replaceLuminosity
Dead uniform `uLuminosity` removed from sky.frag and SkyRenderer SetFloat
call — the redundant multiply was already commented-out earlier this
year (would have double-dimmed clouds), and the uniform value was unused
in the fragment.
Visual verification (Holtburg, live ACE, Rainy DG forced and natural
LCG-picked): rain rim is no longer visible; cloud direction matches
retail when the same DayGroup is active; sky lighting transitions through
day cycle with appropriate time-of-day tint on stars/clouds.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
253 lines
12 KiB
C#
253 lines
12 KiB
C#
using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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namespace AcDream.Core.Meshing;
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public static class GfxObjMesh
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{
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/// <summary>
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/// Walk a GfxObj's polygons and produce one <see cref="GfxObjSubMesh"/>
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/// per referenced Surface, emitting positive-side and negative-side
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/// triangles separately when the polygon specifies both.
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/// </summary>
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/// <param name="gfxObj">The GfxObj to build sub-meshes from.</param>
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/// <param name="dats">
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/// Optional dat collection used to read Surface.Type flags and set
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/// <see cref="GfxObjSubMesh.Translucency"/>. When null (e.g. offline tests)
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/// all sub-meshes default to <see cref="TranslucencyKind.Opaque"/>.
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/// </param>
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/// <remarks>
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/// <para>
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/// Ported from
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/// <c>references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectMeshManager.cs</c>
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/// (BuildPolygonIndices + the pos/neg emission loop around line 955).
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/// The rule for emitting a polygon side:
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/// </para>
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/// <list type="bullet">
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/// <item><b>Pos side:</b> emit whenever <c>!Stippling.NoPos</c> and
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/// <c>PosSurface</c> is a valid index.</item>
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/// <item><b>Neg side:</b> emit when
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/// <c>Stippling.Negative</c>, <c>Stippling.Both</c>, or
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/// <c>(!Stippling.NoNeg && SidesType == CullMode.Clockwise)</c>.
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/// The last condition is AC's non-obvious convention for "this
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/// polygon has a back face even though nothing in Stippling
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/// declares it" — you cannot drop it without punching holes
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/// through closed meshes like the lifestone and any other
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/// weenie that relies on double-sided polygons.</item>
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/// </list>
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/// <para>
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/// Neg-side triangles get the reversed winding and a negated vertex
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/// normal so lighting stays correct if we ever enable face culling;
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/// acdream currently renders with culling disabled, but we still emit
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/// reversed indices to keep the semantics right.
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/// </para>
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/// <para>
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/// The dedup cache is keyed by <c>(posIdx, uvIdx, isNeg)</c> because
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/// the same vertex position on the pos and neg sides needs different
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/// normals (and potentially different UVs via <c>NegUVIndices</c>).
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/// </para>
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/// </remarks>
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public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj, DatCollection? dats = null)
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{
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// One bucket per (surface-index, isNeg) pair. Negative-side triangles
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// always land in a different bucket than their positive counterparts
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// because their normals and winding differ; the renderer doesn't care
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// about the distinction once sub-meshes are emitted, but the build
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// loop has to keep them separate to produce correct vertex data.
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var perBucket = new Dictionary<(int surfaceIdx, bool isNeg),
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(List<Vertex> Vertices, List<uint> Indices,
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Dictionary<(int pos, int uv, bool neg), uint> Dedupe)>();
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foreach (var kvp in gfxObj.Polygons)
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{
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var poly = kvp.Value;
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if (poly.VertexIds.Count < 3)
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continue; // degenerate — can't form a triangle
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// --- Positive side ---
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bool hasPos = !poly.Stippling.HasFlag(StipplingType.NoPos);
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if (hasPos)
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EmitSide(poly, poly.PosSurface, isNeg: false);
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// --- Negative side ---
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// Three ways AC flags a polygon as double-sided:
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// 1. Stippling.Negative or Stippling.Both — explicit.
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// 2. Stippling.NoNeg is NOT set AND SidesType == Clockwise —
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// AC's "Clockwise CullMode means there are NegUVIndices
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// on the wire" convention. See
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// DatReaderWriter/.../Generated/Types/Polygon.generated.cs
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// — NegUVIndices are only read when SidesType == Clockwise,
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// and WorldBuilder uses the same rule to decide whether to
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// emit the neg side at build time.
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bool hasNeg =
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poly.Stippling.HasFlag(StipplingType.Negative) ||
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poly.Stippling.HasFlag(StipplingType.Both) ||
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(!poly.Stippling.HasFlag(StipplingType.NoNeg) && poly.SidesType == CullMode.Clockwise);
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if (hasNeg)
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EmitSide(poly, poly.NegSurface, isNeg: true);
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void EmitSide(DatReaderWriter.Types.Polygon p, short surfaceIdx, bool isNeg)
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{
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if (surfaceIdx < 0 || surfaceIdx >= gfxObj.Surfaces.Count)
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return;
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var bucketKey = ((int)surfaceIdx, isNeg);
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if (!perBucket.TryGetValue(bucketKey, out var bucket))
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{
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bucket = (new List<Vertex>(), new List<uint>(),
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new Dictionary<(int, int, bool), uint>());
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perBucket[bucketKey] = bucket;
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}
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// Collect one output index per polygon corner. If we fail to
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// resolve a vertex we abort the whole polygon rather than
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// emitting a degenerate triangle (matches the behavior of
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// the previous builder).
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var polyOut = new List<uint>(p.VertexIds.Count);
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bool skipPoly = false;
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for (int i = 0; i < p.VertexIds.Count; i++)
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{
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int posIdx = p.VertexIds[i];
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// UV index selection: neg side uses NegUVIndices when
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// present; otherwise fall back to PosUVIndices; otherwise
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// zero. Matches WorldBuilder/ObjectMeshManager.cs:1521-1524.
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int uvIdx = 0;
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if (isNeg && p.NegUVIndices.Count > 0 && i < p.NegUVIndices.Count)
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uvIdx = p.NegUVIndices[i];
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else if (!isNeg && i < p.PosUVIndices.Count)
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uvIdx = p.PosUVIndices[i];
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else if (i < p.PosUVIndices.Count)
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uvIdx = p.PosUVIndices[i]; // neg side with no NegUVIndices — borrow pos
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if (!gfxObj.VertexArray.Vertices.TryGetValue((ushort)posIdx, out var sw))
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{
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skipPoly = true;
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break;
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}
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var texcoord = uvIdx >= 0 && uvIdx < sw.UVs.Count
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? new Vector2(sw.UVs[uvIdx].U, sw.UVs[uvIdx].V)
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: Vector2.Zero;
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// Negate the vertex normal for the neg side so lighting
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// stays correct if we ever enable face culling. With
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// culling disabled the shader still samples this normal
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// for the diffuse term so getting it right matters
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// regardless of backface state.
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var normal = System.Numerics.Vector3.Normalize(isNeg ? -sw.Normal : sw.Normal);
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var key = (posIdx, uvIdx, isNeg);
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if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
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{
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outIdx = (uint)bucket.Vertices.Count;
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bucket.Vertices.Add(new Vertex(sw.Origin, normal, texcoord, TerrainLayer: 0));
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bucket.Dedupe[key] = outIdx;
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}
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polyOut.Add(outIdx);
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}
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if (skipPoly || polyOut.Count < 3)
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return;
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// Fan triangulation. Pos side keeps the original
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// (0, i, i+1) winding the earlier builder used so existing
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// tests and render behavior are preserved. Neg side emits
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// the opposite winding so the two faces point away from
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// each other — matches WorldBuilder/ObjectMeshManager.cs:
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// 1564-1577 once you account for the reversed pos order.
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if (isNeg)
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{
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for (int i = 1; i < polyOut.Count - 1; i++)
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{
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bucket.Indices.Add(polyOut[i + 1]);
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bucket.Indices.Add(polyOut[i]);
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bucket.Indices.Add(polyOut[0]);
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}
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}
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else
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{
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for (int i = 1; i < polyOut.Count - 1; i++)
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{
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bucket.Indices.Add(polyOut[0]);
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bucket.Indices.Add(polyOut[i]);
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bucket.Indices.Add(polyOut[i + 1]);
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}
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}
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}
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}
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// Emit one sub-mesh per (surface, side) bucket. The sub-mesh API
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// doesn't care whether a surface came from the pos or neg side —
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// both go through the same texture cache path.
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var result = new List<GfxObjSubMesh>(perBucket.Count);
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foreach (var kvp in perBucket)
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{
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var (surfaceIdx, _) = kvp.Key;
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var surfaceId = (uint)gfxObj.Surfaces[surfaceIdx];
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// Resolve Surface.Type flags when a DatCollection is available
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// so the renderer can split the draw into opaque and translucent
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// passes. Also capture Surface.Luminosity (self-illumination
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// coefficient — the FLOAT field, NOT the SurfaceType.Luminous
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// flag bit). This is the retail signal used to make the sky
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// dome / sun / moon texture-passthrough while clouds pick up
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// the time-of-day ambient tint (see
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// docs/research/2026-04-23-sky-retail-verbatim.md §6).
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var translucency = TranslucencyKind.Opaque;
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var luminosity = 0f;
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var surfTranslucency = 0f;
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if (dats is not null)
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{
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var surface = dats.Get<Surface>(surfaceId);
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if (surface is not null)
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{
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translucency = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
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luminosity = surface.Luminosity;
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// Retail D3DPolyRender::SetSurface at 0x59c767: when the
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// Translucent (0x10) flag is set, the surface's
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// Translucency float drives per-vertex alpha. Both
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// ACViewer and WorldBuilder apply opacity = (1 - x).
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// For the rain Surface 0x080000C5 this is 0.5. Carrying
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// the float verbatim and converting to opacity in the
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// shader keeps non-Translucent surfaces (Translucency=0)
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// identical to the previous behavior.
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surfTranslucency = surface.Translucency;
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}
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}
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// Authored UV range determines the wrap-mode choice in the
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// sky pass. A mesh whose UVs are strictly in [0,1] (e.g. the
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// outer dome 0x010015EE) wants CLAMP_TO_EDGE to avoid
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// bilinear-filter bleed at the wall-seam edges; a mesh whose
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// UVs deliberately tile (e.g. 0x010015EF, ~0.4..4.6) wants
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// REPEAT so the texture tiles across the geometry. We make
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// the call data-driven here rather than guessing from
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// TexVelocity at draw time. See
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// docs/research/2026-04-26-sky-investigation-handoff.md (Bug B).
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bool needsUvRepeat = false;
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foreach (var v in kvp.Value.Vertices)
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{
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if (v.TexCoord.X < 0f || v.TexCoord.X > 1f
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|| v.TexCoord.Y < 0f || v.TexCoord.Y > 1f)
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{ needsUvRepeat = true; break; }
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}
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result.Add(new GfxObjSubMesh(
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SurfaceId: surfaceId,
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Vertices: kvp.Value.Vertices.ToArray(),
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Indices: kvp.Value.Indices.ToArray())
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{
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Translucency = translucency,
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Luminosity = luminosity,
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NeedsUvRepeat = needsUvRepeat,
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SurfTranslucency = surfTranslucency,
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});
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}
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return result;
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}
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}
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