Wire the existing LightManager + WorldTimeService state into visible
rendering. Every draw call (terrain, static mesh, instanced mesh, sky)
now shares one SceneLighting UBO at binding=1 carrying:
- 8 Light slots (Directional / Point / Spot, retail hard-cutoff)
- Ambient RGB + active light count
- Fog start/end/mode + color + lightning flash scalar
- Camera world position + day fraction
The CPU side (SceneLightingUbo in Core.Lighting) is a POD struct that
gets BufferSubData'd once per frame from GameWindow.OnRender. Shaders
read the block via `layout(std140, binding = 1) uniform SceneLighting`
— no per-program uniform uploads.
Shader changes:
- mesh.frag + mesh_instanced.frag accumulate 8 dynamic lights per
fragment using the retail no-attenuation hard-cutoff model
(r13 §10.2 / §13.1). Sun reads slot 0; spots use hard cos-cone test.
Additive lightning flash + linear fog layered on top. Saturate
clamps per-channel to 1.0.
- terrain.vert bakes AdjustPlanes sun+ambient per vertex using the
retail MIN_FACTOR = 0.08 ambient floor (r13 §7). terrain.frag adds
fog + flash on top of the baked vertex color.
- mesh.vert + mesh_instanced.vert emit vWorldPos so the fragment
stage can do per-pixel lighting against world-space positions.
- New sky.vert / sky.frag pair — unlit, scroll-UV, camera-centered,
with its own 0.1..1e6 far plane. Ports WorldBuilder's skybox.
SkyRenderer (new file in App/Rendering/Sky/) ports WorldBuilder's
SkyboxRenderManager verbatim for the C# idiom: zeroed view translation,
dedicated projection, depth mask off, iterate each visible SkyObject
in the day group, apply arc transform (Z rot for heading + Y rot for
arc sweep), feed TexVelocityX/Y as a scrolling UV offset, apply
per-keyframe SkyObjectReplace overrides (mesh swap + transparency +
luminosity) for overcast / dusk cloud variants.
GameWindow integration:
- OnLoad parses Region (0x13000000) into LoadedSkyDesc and hot-swaps
WorldTime's provider to the dat-accurate keyframes. Seeds to noon
for offline rendering. Creates the SceneLightingUboBinding and the
SkyRenderer.
- OnRender: set clear color from atmosphere fog, tick WeatherSystem,
spawn/stop rain/snow camera-local emitters on kind change, feed
sun to LightManager (zero intensity indoors — r13 §13.7), tick
LightManager against viewer pos, build + upload the UBO, draw
sky before terrain, draw terrain + static + instanced using the
shared UBO.
5 new UBO packing tests (struct sizes, slot population, 8-light cap,
directional slot 0).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
51 lines
1.7 KiB
GLSL
51 lines
1.7 KiB
GLSL
#version 430 core
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// Sky mesh fragment shader — sample the object's diffuse texture with
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// the scrolled UVs from the vertex stage. Unlit: sky meshes ARE the
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// gradient (r12 §2.2), not a surface lit by the sun.
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//
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// The per-keyframe replace override can dim the mesh (Transparent) or
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// brighten it (Luminosity); those two floats arrive as uTransparency /
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// uLuminosity uniforms.
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in vec2 vTex;
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out vec4 fragColor;
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uniform sampler2D uDiffuse;
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uniform float uTransparency; // 0 = fully visible, 1 = invisible
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uniform float uLuminosity; // 1 = normal, >1 makes the mesh glow
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uniform vec4 uTint; // per-object color tint (default white)
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// Shared SceneLighting UBO — we only need the fog parameters to let the
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// horizon band of the sky blend smoothly into the scene's fog color at
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// the far edge, and the lightning flash to give storms their signature
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// strobe.
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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;
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vec4 uFogColor;
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vec4 uCameraAndTime;
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};
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void main() {
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vec4 sampled = texture(uDiffuse, vTex);
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// Apply tint + luminosity. Retail's SkyObjReplace.Luminosity can push
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// above 1 to make the sun mesh brighter than its texture; r12 §2.3.
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vec3 rgb = sampled.rgb * uTint.rgb * uLuminosity;
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// Lightning additive bump — makes the sky itself flash during storms.
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rgb += uFogParams.z * vec3(0.5, 0.5, 0.55);
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rgb = min(rgb, vec3(1.2)); // soft clamp to let luminosity over-bright mildly
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float a = sampled.a * (1.0 - uTransparency) * uTint.a;
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if (a < 0.01) discard;
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fragColor = vec4(rgb, a);
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}
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