The sky + weather (rain cylinder) are retail's LScape — 'the outside seen through the exit portal.' Retail PView::DrawCells (pseudo_c:432709) draws LScape clipped to the OutsideView when outside_view.view_count>0, then does a conditional Z-buffer-ONLY clear (432731) before the indoor cells. acdream now does the same: - sky.vert writes gl_ClipDistance against the SAME binding=2 TerrainClip UBO the terrain reads. The OutsideView planes are screen-space (NDC) half-spaces encoded as clip-space planes (nx,ny,0,dw); the test dot(plane,gl_Position)>=0 reduces after perspective divide to nx*ndcX+ny*ndcY+dw>=0 — projection-INDEPENDENT — so the same plane set clips the sky EXACTLY despite its separate dome projection. count==0 (outdoor) → all distances +1 → full-screen, bit-identical. Lighting/fog math untouched. - GameWindow: relocated the sky pre-scene + weather post-scene draws to their retail LScape positions, each in a local 8-plane clip bracket so sky.vert confines them to the doorway indoors / full-screen outdoors. Added the conditional doorway depth-ONLY Z-clear (no color → no blue hole), scissored to the OutsideView AABB. drawSkyThisFrame = seen_outside policy AND (outdoor OR exit-portal-in-view) — a sealed interior with no exit portal in view draws no sky (kills the full-screen-sky interim regression). Sky pre/post particle passes (particle.vert has no gl_ClipDistance) scissored to the doorway bbox. - ClipFrameAssembly gains HasOutsideView + OutsideViewNdcAabb (the doorway NDC AABB, computed for BOTH Planes and Scissor terrain modes — unlike TerrainScissorNdcAabb which is Scissor-only). - The pre-login goto SkipWorldGeometry moved BELOW the sky draw so the live sky still renders during the EnterWorld handshake (clipAssembly is null/no-clip pre-login → full-screen). Build green; App tests 160/160. Stage 4 tests + verify-annotations follow. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
156 lines
7.4 KiB
GLSL
156 lines
7.4 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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// === Phase W Stage 4: sky/weather portal clip (the OutsideView region) ========
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// The sky + weather (rain cylinder) meshes are "the outside seen through a
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// doorway" — retail draws them as part of LScape, clipped to the exit-portal
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// region (PView::DrawCells @ 0x005a4840). acdream gates them with the SAME
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// binding=2 TerrainClip UBO the terrain shader reads (ClipFrame.SetTerrainClip →
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// the OutsideView convex planes). The planes are SCREEN-SPACE (NDC) half-spaces
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// encoded as clip-space planes (nx, ny, 0, dw) with the test
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// dot(plane, gl_Position) >= 0. After the perspective divide that reduces to
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// nx*ndcX + ny*ndcY + dw >= 0 — INDEPENDENT of the projection matrix. So the same
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// plane set clips the sky correctly even though the sky uses its OWN dome
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// projection (uSkyProjection / uSkyView, translation-zeroed) rather than the
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// camera view-proj. uTerrainClipCount == 0 (outdoor / no exit portal visible)
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// ungates the sky entirely (the second loop sets all 8 distances to +1.0 ⇒
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// full-screen sky, bit-identical to pre-Stage-4). Host enables GL_CLIP_DISTANCE0..7
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// only around the sky/weather draws.
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layout(std140, binding = 2) uniform TerrainClip {
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int uTerrainClipCount;
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vec4 uTerrainClipPlanes[8];
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};
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// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal
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// (mirrors terrain_modern.vert). Sized 8 to match GL_MAX_CLIP_DISTANCES >= 8.
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_ClipDistance[8];
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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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// Phase W Stage 4: clip the sky/weather to the OutsideView (doorway) region.
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// With uTerrainClipCount == 0 (outdoor / no exit portal in view) the first loop
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// is skipped and the second sets all 8 distances to +1.0 ⇒ no clipping ⇒
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// full-screen sky. Indoors with an exit portal visible, the OutsideView planes
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// confine the sky to the doorway opening — exactly, per-fragment, matching the
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// terrain (no scissor approximation). plane.z is 0 (a screen-space slab), so the
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// sky's depth / dome radius is irrelevant. gl_Position here is the sky's own
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// dome-projected clip position; the NDC-plane test is projection-independent.
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for (int i = 0; i < uTerrainClipCount; ++i)
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gl_ClipDistance[i] = dot(uTerrainClipPlanes[i], gl_Position);
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for (int i = uTerrainClipCount; i < 8; ++i)
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gl_ClipDistance[i] = 1.0;
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}
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