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>
121 lines
3.9 KiB
C#
121 lines
3.9 KiB
C#
using System.Numerics;
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using System.Runtime.InteropServices;
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using AcDream.Core.Lighting;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.Lighting;
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public sealed class SceneLightingUboTests
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{
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[Fact]
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public void UboLight_StructSize_Is64Bytes()
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{
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// std140 mandates 4× vec4 = 64 bytes. If this drifts the shader
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// will read garbage.
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Assert.Equal(64, Marshal.SizeOf<UboLight>());
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}
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[Fact]
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public void SceneLightingUbo_StructSize_MatchesConstant()
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{
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Assert.Equal(SceneLightingUbo.SizeInBytes, Marshal.SizeOf<SceneLightingUbo>());
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}
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[Fact]
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public void Build_PacksActiveLightsIntoSlotsInOrder()
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{
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var lights = new LightManager();
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lights.Register(new LightSource
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{
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Kind = LightKind.Point,
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WorldPosition = new Vector3(1, 2, 3),
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ColorLinear = new Vector3(1f, 0.5f, 0.25f),
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Intensity = 0.8f,
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Range = 6f,
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});
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lights.Tick(Vector3.Zero);
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var atmo = new AtmosphereSnapshot(
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Kind: WeatherKind.Clear,
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Intensity: 1f,
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FogColor: new Vector3(0.7f, 0.8f, 0.9f),
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FogStart: 100f,
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FogEnd: 400f,
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FogMode: FogMode.Linear,
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LightningFlash: 0f,
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Override: EnvironOverride.None);
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var ubo = SceneLightingUbo.Build(lights, in atmo, new Vector3(10, 20, 30), 0.5f);
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// Light 0 is the slot we populated.
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Assert.Equal(1f, ubo.Light0.PosAndKind.X);
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Assert.Equal(2f, ubo.Light0.PosAndKind.Y);
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Assert.Equal(3f, ubo.Light0.PosAndKind.Z);
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Assert.Equal((float)(int)LightKind.Point, ubo.Light0.PosAndKind.W);
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Assert.Equal(6f, ubo.Light0.DirAndRange.W);
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Assert.Equal(0.8f, ubo.Light0.ColorAndIntensity.W);
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// Unused slots should be zero-packed.
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Assert.Equal(0f, ubo.Light1.DirAndRange.W);
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// Active count lives in uCellAmbient.w.
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Assert.Equal(1f, ubo.CellAmbient.W);
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// Fog params passed through.
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Assert.Equal(100f, ubo.FogParams.X);
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Assert.Equal(400f, ubo.FogParams.Y);
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Assert.Equal(0f, ubo.FogParams.Z); // no flash
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Assert.Equal((float)(int)FogMode.Linear, ubo.FogParams.W);
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// Camera + day fraction.
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Assert.Equal(10f, ubo.CameraAndTime.X);
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Assert.Equal(0.5f, ubo.CameraAndTime.W);
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}
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[Fact]
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public void Build_ClampsAtEightLights()
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{
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var lights = new LightManager();
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// Register 20; the active list caps at 8.
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for (int i = 0; i < 20; i++)
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{
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lights.Register(new LightSource
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{
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Kind = LightKind.Point,
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WorldPosition = new Vector3(i, 0, 0),
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Range = 200f, // all in range
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});
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}
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lights.Tick(Vector3.Zero);
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var atmo = new AtmosphereSnapshot(
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WeatherKind.Clear, 1f, Vector3.Zero, 0, 0, FogMode.Off, 0f, EnvironOverride.None);
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var ubo = SceneLightingUbo.Build(lights, in atmo, Vector3.Zero, 0f);
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// Slot 7 populated (8th light), active count = 8.
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Assert.Equal(8f, ubo.CellAmbient.W);
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Assert.NotEqual(0f, ubo.Light7.DirAndRange.W);
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}
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[Fact]
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public void Build_WithSun_SlotZeroIsDirectional()
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{
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var lights = new LightManager();
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lights.Sun = new LightSource
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{
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Kind = LightKind.Directional,
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WorldForward = new Vector3(0, 0, -1),
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ColorLinear = new Vector3(1f, 0.9f, 0.8f),
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Intensity = 1.2f,
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};
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lights.Tick(Vector3.Zero);
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var atmo = new AtmosphereSnapshot(
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WeatherKind.Clear, 1f, Vector3.Zero, 0, 0, FogMode.Off, 0f, EnvironOverride.None);
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var ubo = SceneLightingUbo.Build(lights, in atmo, Vector3.Zero, 0f);
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Assert.Equal((float)(int)LightKind.Directional, ubo.Light0.PosAndKind.W);
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Assert.Equal(1.2f, ubo.Light0.ColorAndIntensity.W);
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}
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}
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