diff --git a/Assets/Materials/Brushes/Sector Tint.mat b/Assets/Materials/Brushes/Sector Tint.mat
index 3e5e00f24..84e252ad3 100644
--- a/Assets/Materials/Brushes/Sector Tint.mat
+++ b/Assets/Materials/Brushes/Sector Tint.mat
@@ -8,7 +8,7 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Sector Tint
- m_Shader: {fileID: 4800000, guid: 268da230635cfb34ab4ed6ad39503fa0, type: 3}
+ m_Shader: {fileID: 4800000, guid: 782740c1a3d7455ea75dc87fafdc8432, type: 3}
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
@@ -59,8 +59,8 @@ Material:
m_Ints: []
m_Floats:
- _BumpScale: 1
- - _Cutoff: 1
- _Depth: 0.025
+ - _EdgeBrightness: 0.12
- _DetailNormalMapScale: 1
- _DstBlend: 0
- _Frequency: 6.2832
@@ -72,7 +72,6 @@ Material:
- _OcclusionStrength: 1
- _Parallax: 0.02
- _Phase: 0
- - _Power: 2
- _SinePower: 1.25
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
diff --git a/Assets/Scenes/ARPG.unity b/Assets/Scenes/ARPG.unity
index 738110fbd..a7940de8e 100644
--- a/Assets/Scenes/ARPG.unity
+++ b/Assets/Scenes/ARPG.unity
@@ -409,13 +409,13 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 23420356}
serializedVersion: 2
- m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
- m_LocalPosition: {x: 0, y: 0, z: 0}
+ m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068}
+ m_LocalPosition: {x: 0, y: -5, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
- m_Father: {fileID: 1037490739}
- m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+ m_Father: {fileID: 0}
+ m_LocalEulerAnglesHint: {x: 90, y: 0, z: 0}
--- !u!23 &23420359
MeshRenderer:
m_ObjectHideFlags: 0
@@ -16322,6 +16322,7 @@ MonoBehaviour:
Settings: {fileID: 11400000, guid: cd2344e2001a37544aab0960c164d4ff, type: 2}
ZoneRoot: {fileID: 2095699057}
SectorBrushes: {fileID: 1037490739}
+ AmbientLight: {fileID: 23420357}
SceneCamera: {fileID: 887677622}
FogCameras:
- {fileID: 559840917}
@@ -16861,7 +16862,6 @@ Transform:
m_LocalScale: {x: 3000, y: 3000, z: 3000}
m_ConstrainProportionsScale: 0
m_Children:
- - {fileID: 23420357}
- {fileID: 1108843909}
- {fileID: 1647230682}
- {fileID: 1254851255}
@@ -38392,6 +38392,7 @@ SceneRoots:
- {fileID: 906767442}
- {fileID: 1009503730}
- {fileID: 1037490739}
+ - {fileID: 23420357}
- {fileID: 2095699057}
- {fileID: 134113271}
- {fileID: 666227432}
diff --git a/Assets/Scripts/Editor/AmbientEdgeVerify.cs b/Assets/Scripts/Editor/AmbientEdgeVerify.cs
new file mode 100644
index 000000000..4a56b6ea9
--- /dev/null
+++ b/Assets/Scripts/Editor/AmbientEdgeVerify.cs
@@ -0,0 +1,244 @@
+using System;
+using System.IO;
+using GameCult.Caching;
+using UnityEditor;
+using UnityEditor.SceneManagement;
+using UnityEngine;
+using UnityEngine.Experimental.Rendering;
+using UnityEngine.Rendering;
+
+namespace Aetheria.EditorTools
+{
+ ///
+ /// Batchmode check for campaign aetheria-gravity, cut ambient-follows-populated-area: the ambient tint falls softly to
+ /// dark and never hits an edge (ruling dark-beyond-populated-area). It opens ARPG.unity, takes the Ambient Fog Light the
+ /// scene wires into ZoneRenderer, sizes it for a generated zone with ZoneRenderer.FitAmbientLight (the call LoadZone
+ /// makes, not a copy), renders it through an orthographic camera that culls its layer into a target built from the descriptor of the production
+ /// Fog Tint render texture (B10G11R11_UFloatPack32, the format the Tint cameras write), and checks the
+ /// radial profile against exp(-(r/P)^2 ln(1/_EdgeBrightness)) times the centre, to within what that format stores (a
+ /// 5-bit mantissa) wherever the gaussian is at least a few ZoneRenderer.AmbientFloor (P is Zone.PopulatedRadius), that it
+ /// is lit at Pack.Radius, that the quad's rim and every lit texel beside a dark one are
+ /// at most two floors, and that no two lit texels are more than half a decade apart.
+ ///
+ /// Renders, so it needs a graphics device: run WITHOUT -nographics.
+ /// Unity -batchmode -projectPath <repo> -executeMethod Aetheria.EditorTools.AmbientEdgeVerify.Run -logFile <path>
+ /// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
+ ///
+ public static class AmbientEdgeVerify
+ {
+ const string Tag = "[AmbientEdgeVerify]";
+ const int Size = 512;
+ const int AmbientLayer = 13;
+ const string FogTintPath = "Assets/Resources/Fog Tint.renderTexture";
+ // A float with a 5-bit mantissa (Fog Tint's blue) steps by 2^-5 of its value, and the target truncates to a step.
+ const float FormatRelativeError = 1f / 32f;
+ // The profile is held to the gaussian where it is at least this many floors; below that the format's tail is measured, not held.
+ const float FaithfulFloors = 8f;
+ // The rim and every lit texel beside a dark one hold at most this many floors, 2^-14 (the smallest normal of the format's
+ // floats): the one step to dark is the format's last value. Measured on the Fog Tint format it is 1.5 floors at most.
+ const float StepToDarkFloors = 2f;
+ static bool _ok = true;
+
+ static void OnLog(string message, string stack, LogType type)
+ {
+ if ((type == LogType.Error || type == LogType.Exception || type == LogType.Assert) && !message.StartsWith(Tag))
+ Fail("logged-error", message.Split('\n')[0]);
+ }
+
+ static void Fail(string check, string detail)
+ {
+ Debug.LogError($"{Tag} FAIL {check}: {detail}");
+ _ok = false;
+ }
+
+ public static void Run()
+ {
+ if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null)
+ {
+ Debug.LogError($"{Tag} FAIL: no graphics device in this session; rerun batchmode without -nographics.");
+ EditorApplication.Exit(1);
+ return;
+ }
+ Application.logMessageReceived += OnLog;
+ var work = Path.Combine(Path.GetTempPath(), "ambient-edge-" + Guid.NewGuid().ToString("N"));
+ Directory.CreateDirectory(Path.Combine(work, "probe"));
+ try
+ {
+ var settings = AssetDatabase.LoadAssetAtPath("Assets/Resources/Settings.asset")
+ ?? throw new InvalidOperationException("No Settings.asset.");
+ // Generated zones have the populated radius at about .78 of the pack radius (p50 over 1500 zones): this one's
+ // pack radius is set so, which puts Pack.Radius where it sits in play, inside the quad's reach.
+ var probe = GravityFieldParityVerify.BuildZone(settings, Path.Combine(work, "probe"), out _);
+ var zone = GravityFieldParityVerify.BuildZone(settings, work, out _, probe.PopulatedRadius / .78f);
+ EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
+ try
+ {
+ var renderer = UnityEngine.Object.FindFirstObjectByType(FindObjectsInactive.Include);
+ if (renderer == null || renderer.AmbientLight == null) throw new InvalidOperationException("ARPG.unity wires no ZoneRenderer.AmbientLight.");
+ Check(renderer, zone);
+ }
+ finally
+ {
+ EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);
+ }
+ Debug.Log(_ok ? $"{Tag} PASS" : $"{Tag} FAIL: see errors above");
+ }
+ catch (Exception e)
+ {
+ Debug.LogError($"{Tag} FAIL exception: {e}");
+ _ok = false;
+ }
+ finally
+ {
+ Application.logMessageReceived -= OnLog;
+ try { Directory.Delete(work, true); } catch { }
+ }
+ EditorApplication.Exit(_ok ? 0 : 1);
+ }
+
+ // A bare ambient quad for the verifies that run LoadZone on a renderer built in code: the scene's material, no scene.
+ public static Transform NewAmbientLight()
+ {
+ var quad = new GameObject("Ambient Fog Light") { layer = AmbientLayer };
+ quad.AddComponent().sharedMesh = Resources.GetBuiltinResource("Quad.fbx");
+ quad.AddComponent().sharedMaterial = AssetDatabase.LoadAssetAtPath("Assets/Materials/Brushes/Sector Tint.mat");
+ return quad.transform;
+ }
+
+ static void Check(ZoneRenderer renderer, Zone zone)
+ {
+ var production = AssetDatabase.LoadAssetAtPath(FogTintPath);
+ if (production == null || production.graphicsFormat != GraphicsFormat.B10G11R11_UFloatPack32)
+ Fail("format", $"Fog Tint is {(production == null ? "missing" : production.graphicsFormat.ToString())}, not the B10G11R11_UFloatPack32 that AmbientFloor and FormatRelativeError describe");
+ var light = renderer.AmbientLight;
+ if (light.parent != null) Fail("wiring", $"the ambient quad sits under {light.parent.name}, whose scale is the pack radius's");
+ if (light.gameObject.layer != AmbientLayer) Fail("wiring", $"the ambient quad is on layer {light.gameObject.layer}, not {AmbientLayer}");
+
+ ZoneRenderer.FitAmbientLight(light, zone);
+ var meshRenderer = light.GetComponent();
+ var material = meshRenderer.sharedMaterial;
+ var edge = material.GetFloat("_EdgeBrightness");
+ var tint = material.GetColor("_Color").linear;
+ var centre = material.GetFloat("_Depth") * Mathf.Max(tint.r, Mathf.Max(tint.g, tint.b));
+ var populated = zone.PopulatedRadius;
+ var half = light.localScale.x / 2f;
+ Debug.Log($"{Tag} populated radius {populated:F1} u, pack radius {zone.Pack.Radius:F1} u, quad half-extent {half:F1} u, edge brightness {edge:G3}, centre {centre:G4}");
+ if (!(populated > 0f) || !(half > populated)) { Fail("sizing", $"the quad half-extent {half:F1} u does not reach beyond the populated radius {populated:F1} u"); return; }
+
+ Render(light, half * 1.05f, out var value, out var world);
+ var floor = ZoneRenderer.AmbientFloor;
+ Debug.Log($"{Tag} format floor {floor:E2} = {floor / centre:E2} of the centre; tail (drawn / floor): "
+ + string.Join(" ", System.Linq.Enumerable.Select(new[] { 1.5f, 1.75f, 1.9f, 2f, 2.05f, 2.1f, 2.15f, 2.2f },
+ k => $"{k}P:{Sample(value, world, new Vector2(k * populated, 0f)) / floor:G3}")));
+ var logFall = Mathf.Log(1f / edge);
+ foreach (var k in new[] { 0f, .5f, 1f, 1.5f, 2f })
+ {
+ var drawn = Sample(value, world, new Vector2(k * populated, 0f));
+ Debug.Log($"{Tag} r = {k} P: drawn {drawn:G5}, expected {centre * Mathf.Exp(-k * k * logFall):G5}");
+ }
+ var worstProfile = 0f;
+ var compared = 0;
+ var rim = 0f;
+ for (var i = 0; i < value.Length; i++)
+ {
+ if (float.IsNaN(value[i])) { Fail("texels", $"texel {i}: NaN"); return; }
+ var r = world[i].magnitude;
+ var expected = centre * Mathf.Exp(-(r / populated) * (r / populated) * logFall);
+ if (r <= half && expected >= FaithfulFloors * floor)
+ {
+ var error = Mathf.Abs(value[i] - expected) / (FormatRelativeError * expected);
+ worstProfile = Mathf.Max(worstProfile, error);
+ compared++;
+ if (error > 1f) { Fail("profile", $"at r = {r / populated:F3} P: expected {expected:G5}, drawn {value[i]:G5}, off by {error:F2} times the format's step"); return; }
+ }
+ // The rim: the texels in the quad's outermost ring (within two texels of its edge).
+ var edgeDistance = half - Mathf.Max(Mathf.Abs(world[i].x), Mathf.Abs(world[i].y));
+ if (edgeDistance >= 0f && edgeDistance < 2f * (half * 1.05f * 2f / Size)) rim = Mathf.Max(rim, value[i]);
+ }
+ Debug.Log($"{Tag} profile: {compared} texels held to the gaussian, worst error {worstProfile:F3} of the format's step; rim {rim / centre:E2} of the centre");
+ if (compared < Size * Size / 16) Fail("profile", $"only {compared} texels were held to the gaussian; the check is vacuous");
+ if (rim > floor * StepToDarkFloors) Fail("rim", $"the quad's rim is {rim / floor:G3} times the format floor");
+
+ var atPack = Sample(value, world, new Vector2(zone.Pack.Radius, 0f));
+ Debug.Log($"{Tag} at Pack.Radius: {atPack / centre:E2} of the centre");
+ if (!(atPack > 0f)) Fail("pack-radius", "the ambient is zero at Pack.Radius");
+
+ var worstJump = 0f;
+ for (var y = 0; y < Size; y++)
+ for (var x = 0; x < Size; x++)
+ {
+ var here = value[y * Size + x];
+ if (here <= 0f) continue;
+ foreach (var next in new[] { x + 1 < Size ? value[y * Size + x + 1] : 0f, y + 1 < Size ? value[(y + 1) * Size + x] : 0f })
+ {
+ if (next <= 0f) { if (here > floor * StepToDarkFloors) Fail("last-step", $"a lit texel of {here / floor:G3} floors sits beside a dark one"); continue; }
+ worstJump = Mathf.Max(worstJump, Mathf.Abs(Mathf.Log10(here / next)));
+ }
+ }
+ Debug.Log($"{Tag} largest jump between neighbouring lit texels: {worstJump:F3} decades (limit 0.5)");
+ if (worstJump > .5f) Fail("jump", $"neighbouring texels differ by {worstJump:F2} decades");
+ var lit = 0;
+ foreach (var v in value) if (v > 0f) lit++;
+ if (lit < Size * Size / 2) Fail("jump", $"only {lit} texels are lit; the check is vacuous");
+ }
+
+ static float Sample(float[] value, Vector2[] world, Vector2 at)
+ {
+ var best = 0;
+ for (var i = 1; i < world.Length; i++)
+ if ((world[i] - at).sqrMagnitude < (world[best] - at).sqrMagnitude) best = i;
+ return value[best];
+ }
+
+ // Renders the ambient layer through a downward orthographic camera centred on the origin, as the Tint cameras see it,
+ // and returns the brightest channel of every texel with the world xz of its centre, which is asked of the camera.
+ static void Render(Transform light, float half, out float[] value, out Vector2[] world)
+ {
+ var production = AssetDatabase.LoadAssetAtPath(FogTintPath) ?? throw new InvalidOperationException("No Fog Tint render texture.");
+ var rt = new RenderTexture(production.descriptor) { filterMode = FilterMode.Point };
+ var cameraObject = new GameObject("Ambient Edge Camera");
+ var read = new Texture2D(Size, Size, TextureFormat.RGBAFloat, false);
+ var previous = RenderTexture.active;
+ try
+ {
+ var camera = cameraObject.AddComponent();
+ camera.orthographic = true;
+ camera.orthographicSize = half;
+ camera.aspect = 1f;
+ camera.nearClipPlane = .3f;
+ camera.farClipPlane = 1000f;
+ camera.cullingMask = 1 << light.gameObject.layer;
+ camera.clearFlags = CameraClearFlags.SolidColor;
+ camera.backgroundColor = Color.black;
+ camera.allowHDR = false;
+ camera.allowMSAA = false;
+ camera.targetTexture = rt;
+ cameraObject.transform.SetPositionAndRotation(new Vector3(0f, 100f, 0f), Quaternion.Euler(90f, 0f, 0f));
+ camera.Render();
+
+ RenderTexture.active = rt;
+ read.ReadPixels(new Rect(0, 0, Size, Size), 0, 0);
+ read.Apply();
+ var pixels = read.GetPixelData(0);
+ value = new float[Size * Size];
+ for (var i = 0; i < value.Length; i++)
+ value[i] = Mathf.Max(pixels[4 * i], Mathf.Max(pixels[4 * i + 1], pixels[4 * i + 2]));
+ world = new Vector2[Size * Size];
+ for (var y = 0; y < Size; y++)
+ for (var x = 0; x < Size; x++)
+ {
+ var p = camera.ViewportToWorldPoint(new Vector3((x + .5f) / Size, (y + .5f) / Size, 100f));
+ world[y * Size + x] = new Vector2(p.x, p.z);
+ }
+ }
+ finally
+ {
+ RenderTexture.active = previous;
+ UnityEngine.Object.DestroyImmediate(cameraObject);
+ UnityEngine.Object.DestroyImmediate(read);
+ rt.Release();
+ UnityEngine.Object.DestroyImmediate(rt);
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/Editor/AmbientEdgeVerify.cs.meta b/Assets/Scripts/Editor/AmbientEdgeVerify.cs.meta
new file mode 100644
index 000000000..0962854de
--- /dev/null
+++ b/Assets/Scripts/Editor/AmbientEdgeVerify.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 63b03af05dfdae44c89e21ca7ebec892
\ No newline at end of file
diff --git a/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs b/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs
index 96aba2819..8a170dbde 100644
--- a/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs
+++ b/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs
@@ -127,6 +127,7 @@ namespace Aetheria.EditorTools
renderer.MinePrefab = minePrefab;
renderer.ItemManager = items;
renderer.SectorBrushes = new GameObject("Wiring Brushes").transform;
+ renderer.AmbientLight = AmbientEdgeVerify.NewAmbientLight();
renderer.SlimeGravityCamera = new GameObject("Wiring Gravity Camera").AddComponent();
var slimeObject = new GameObject("Wiring Slime");
slimeObject.SetActive(false);
diff --git a/Assets/Scripts/Editor/FloatingItemsDrawnSmoke.cs b/Assets/Scripts/Editor/FloatingItemsDrawnSmoke.cs
index eb4a75558..1caf77b6c 100644
--- a/Assets/Scripts/Editor/FloatingItemsDrawnSmoke.cs
+++ b/Assets/Scripts/Editor/FloatingItemsDrawnSmoke.cs
@@ -149,6 +149,7 @@ public static class FloatingItemsDrawnSmoke
typeof(ZoneRenderer).GetField(name).SetValue(renderer, pickup);
renderer.ItemManager = items;
renderer.SectorBrushes = new GameObject("Smoke Brushes").transform;
+ renderer.AmbientLight = Aetheria.EditorTools.AmbientEdgeVerify.NewAmbientLight();
renderer.SlimeGravityCamera = new GameObject("Smoke Gravity Camera").AddComponent();
var slimeObject = new GameObject("Smoke Slime");
slimeObject.SetActive(false); // the real Slime needs its compute shader; LoadZone only sets its radius
diff --git a/Assets/Scripts/Editor/GravityFieldParityVerify.cs b/Assets/Scripts/Editor/GravityFieldParityVerify.cs
index bc413bfa0..1753b95ab 100644
--- a/Assets/Scripts/Editor/GravityFieldParityVerify.cs
+++ b/Assets/Scripts/Editor/GravityFieldParityVerify.cs
@@ -124,7 +124,7 @@ namespace Aetheria.EditorTools
// mass 0, whose well has no strength (a legal body; its curves give c = 0 and R = 0), at (1700, 300): parentless,
// fixed, off both axes and asymmetric, so the zone's wells sit where the verify says before any Update and a
// mirrored or swapped axis cannot agree with the sim.
- static Zone BuildZone(GameSettings settings, string work, out Orbit[] orbits)
+ internal static Zone BuildZone(GameSettings settings, string work, out Orbit[] orbits, float radius = 4182f)
{
var cache = AetheriaStores.Open(Path.Combine(work, "catalog.cc"), Path.Combine(work, "run.cc"), catalogWritable: true);
cache.Upsert(new VerseGrammar { Revision = 1 });
@@ -133,7 +133,7 @@ namespace Aetheria.EditorTools
var positions = new[] { new Vector2(-130f, 85f), new Vector2(610f, -240f), new Vector2(670f, -270f), new Vector2(1700f, 300f) };
var masses = new[] { 14152f, 273.9f, 29.2f, 0f };
var keys = new CultRecordKey[positions.Length];
- var pack = new ZonePack { Radius = 4182f };
+ var pack = new ZonePack { Radius = radius };
for (var i = 0; i < positions.Length; i++)
{
var orbit = keys[i] = cache.Upsert(new OrbitData { FixedPosition = new float2(positions[i].x, positions[i].y) }).Key;
diff --git a/Assets/Scripts/ServerShared/Zone.cs b/Assets/Scripts/ServerShared/Zone.cs
index b7b099253..87dd238ad 100644
--- a/Assets/Scripts/ServerShared/Zone.cs
+++ b/Assets/Scripts/ServerShared/Zone.cs
@@ -211,6 +211,8 @@ public class Zone
belt.Value.Periods[i] = PeriodAround(beltParent, belt.Value.Data.Asteroids[i].Distance, beltOrbit);
}
+ PopulatedRadius = ComputePopulatedRadius();
+
// Aetheria gravity (target invariant zone-valid-before-tick): every orbit is placed at the pack's time
// when the zone is built, so each well, light and body pose read before the first Update is where the
// body is. Velocity stays zero until the first Update differences two placed positions.
@@ -736,6 +738,35 @@ public class Zone
// reference. GetHeight sums with it and the renderer's lowering (GravityLowering) hands it to the shader unchanged.
public float WellReference(Planet body) => GravityField.Potential(body.WellStrength, body.RocheLimit, Pack.Radius);
+ // The extent of the populated area, from the zone's origin: owned here; presenters read it, nothing authors it. A static
+ // bound on where anything can be, so it holds at every time and reads nothing the pack's Radius decides: for each body,
+ // its orbit chain's reach plus its Roche limit; for each belt, the chain's reach to the orbit its asteroids circle (the
+ // belt orbit's parent) plus the belt's own Radius, its largest asteroid Distance.
+ public float PopulatedRadius { get; }
+
+ private float ComputePopulatedRadius()
+ {
+ var radius = 0f;
+ foreach (var body in PlanetInstances.Values)
+ radius = max(radius, ChainReach(body.BodyData.Orbit.Key) + body.RocheLimit);
+ foreach (var belt in AsteroidBelts)
+ radius = max(radius, ChainReach(Orbits[Planets[belt.Key].Orbit.Key].Data.Parent.Key) + belt.Value.Radius);
+ return radius;
+ }
+
+ // The most an orbit can lie from the origin: the root's offset plus every orbit Distance down the chain to it.
+ private float ChainReach(CultRecordKey key)
+ {
+ var reach = 0f;
+ while (key.IsSet() && Orbits.TryGetValue(key, out var orbit))
+ {
+ if (orbit.Data.Parent.IsSet()) reach += orbit.Data.Distance;
+ else reach += length(orbit.Data.FixedPosition);
+ key = orbit.Data.Parent.Key;
+ }
+ return reach;
+ }
+
public float GetHeight(float2 position) => GetHeight(position, _time);
// The field at a time: each well sits where its body's rail puts it then. The sim reads it at _time, a presenter at
diff --git a/Assets/Scripts/Zone Display/ZoneRenderer.cs b/Assets/Scripts/Zone Display/ZoneRenderer.cs
index e65823d9d..8126eb096 100644
--- a/Assets/Scripts/Zone Display/ZoneRenderer.cs
+++ b/Assets/Scripts/Zone Display/ZoneRenderer.cs
@@ -27,6 +27,8 @@ public class ZoneRenderer : MonoBehaviour
public GameSettings Settings;
public Transform ZoneRoot;
public Transform SectorBrushes;
+ // The ambient tint quad, sized from the zone's populated radius, never under SectorBrushes: FitAmbientLight.
+ public Transform AmbientLight;
public CinemachineVirtualCamera SceneCamera;
public Camera[] FogCameras;
public Camera[] MinimapCameras;
@@ -187,11 +189,35 @@ public class ZoneRenderer : MonoBehaviour
_transposer = SceneCamera.GetCinemachineComponent();
}
+ // The ambient is a gaussian: its brightness at the populated edge is the material's _EdgeBrightness (a shape, authored), and
+ // the quad reaches out to where its brightest channel falls to AmbientFloor. Fog Tint is B10G11R11_UFloatPack32 and cannot
+ // follow a gaussian into its tail: measured, the drawn value stops following it near 4 floors and holds a plateau of
+ // about 3.2e-5 before dropping to zero (AmbientEdgeVerify asserts the format and measures it). A quad sized to 1e-5 of the
+ // centre therefore ended in a plateau and a step to zero; sized to the floor it ends at the last value the format holds,
+ // so the one step to dark is that value. The one writer of the quad's size and _Reach, and the one place the verify
+ // reads the sizing from.
+ public const float AmbientFloor = 1f / (1 << 15);
+
+ public static void FitAmbientLight(Transform light, Zone zone)
+ {
+ var renderer = light.GetComponent();
+ var material = renderer.sharedMaterial;
+ var tint = material.GetColor("_Color").linear;
+ var centre = material.GetFloat("_Depth") * Mathf.Max(tint.r, Mathf.Max(tint.g, tint.b));
+ var reach = Mathf.Sqrt(Mathf.Log(centre / AmbientFloor) / Mathf.Log(1f / material.GetFloat("_EdgeBrightness")));
+ light.localScale = 2f * reach * zone.PopulatedRadius * Vector3.one;
+ var block = new MaterialPropertyBlock();
+ renderer.GetPropertyBlock(block);
+ block.SetFloat("_Reach", reach);
+ renderer.SetPropertyBlock(block);
+ }
+
public void LoadZone(Zone zone)
{
ClearZone();
Zone = zone;
SectorBrushes.localScale = zone.Pack.Radius * 2 * Vector3.one;
+ FitAmbientLight(AmbientLight, zone);
SlimeGravityCamera.orthographicSize = zone.Pack.Radius;
SlimeRenderer.ZoneRadius = zone.Pack.Radius;
if (_gravityField == null) _gravityField = GravityLowering.CreateField(GravityField);
diff --git a/Assets/Shaders/Brushes/AmbientBrush.shader b/Assets/Shaders/Brushes/AmbientBrush.shader
new file mode 100644
index 000000000..6c6202d0b
--- /dev/null
+++ b/Assets/Shaders/Brushes/AmbientBrush.shader
@@ -0,0 +1,61 @@
+Shader "Brushes/Ambient Brush" {
+Properties {
+ _Color ("Color", Color) = (1,1,1,1)
+ _Depth ("Depth", Float) = 0.5
+ // The brightness at the populated edge relative to the centre: the shape of the fall, never an extent.
+ _EdgeBrightness ("Edge Brightness", Range(0.0001, 0.9999)) = .12
+ // The quad's radius in units of the populated radius. Written by ZoneRenderer.FitAmbientLight, never authored.
+ _Reach ("Reach", Float) = 1
+}
+
+// A gaussian: log-brightness is quadratic in distance from the centre, so the fall is smooth everywhere and
+// never reaches an edge or a cliff. x is the distance in units of the zone's populated radius.
+Category {
+ Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
+ Blend One One
+ ColorMask RGB
+ Cull Off Lighting Off ZWrite Off
+
+ SubShader {
+ Pass {
+
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ #pragma target 2.0
+
+ #include "UnityCG.cginc"
+
+ float4 _Color;
+ float _Depth;
+ float _EdgeBrightness;
+ float _Reach;
+
+ struct appdata_t {
+ float4 vertex : POSITION;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ struct v2f {
+ float4 vertex : SV_POSITION;
+ float2 texcoord : TEXCOORD0;
+ };
+
+ v2f vert (appdata_t v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.texcoord = v.texcoord;
+ return o;
+ }
+
+ float4 frag (v2f i) : SV_Target
+ {
+ float x = length(i.texcoord - float2(.5, .5)) * 2 * _Reach;
+ return _Depth * _Color * exp(-x * x * log(1 / _EdgeBrightness));
+ }
+ ENDCG
+ }
+ }
+}
+}
diff --git a/Assets/Shaders/Brushes/AmbientBrush.shader.meta b/Assets/Shaders/Brushes/AmbientBrush.shader.meta
new file mode 100644
index 000000000..8f80f596b
--- /dev/null
+++ b/Assets/Shaders/Brushes/AmbientBrush.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 782740c1a3d7455ea75dc87fafdc8432
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/tests/Aetheria.Shared.Tests/PopulatedRadiusTests.cs b/tests/Aetheria.Shared.Tests/PopulatedRadiusTests.cs
new file mode 100644
index 000000000..20d6793a0
--- /dev/null
+++ b/tests/Aetheria.Shared.Tests/PopulatedRadiusTests.cs
@@ -0,0 +1,152 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using CultMath;
+using GameCult.Caching;
+using Xunit;
+using static CultMath.math;
+using float2 = CultMath.float2;
+using float3 = CultMath.float3;
+
+// Zone.PopulatedRadius is the extent of the populated area, owned by the zone and read by the ambient tint's presenter
+// (ruling aetheria-gravity:ruling:dark-beyond-populated-area). The zone here is the production constructor reading a pack
+// of a root off the origin, a planet, a moon and a moon's moon, each with a well of its own mass, and a last body
+// inserted after the outermost whose reach is the smallest, so the largest decides whatever the order.
+public sealed class PopulatedRadiusTests : IDisposable
+{
+ private static readonly float2 RootAt = new float2(300f, -200f);
+ private const float PlanetDistance = 400f;
+ private const float MoonDistance = 100f;
+ private const float MoonsMoonDistance = 40f;
+ private const float BeltOrbitDistance = 77f;
+ private const float FarthestAsteroid = 1000f;
+
+ private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-populated-" + Guid.NewGuid().ToString("N"));
+ private readonly List _caches = new List();
+
+ public PopulatedRadiusTests() => Directory.CreateDirectory(_root);
+
+ public void Dispose()
+ {
+ foreach (var cache in _caches) cache.Dispose();
+ Directory.Delete(_root, true);
+ }
+
+ private static ExponentialCurve Flat(float v) => new ExponentialCurve { Constant = v };
+
+ // A body's Roche limit is 10 u per unit of mass, so each body's term differs and the outermost is the moon's moon.
+ private static PlanetSettings Settings() => new PlanetSettings
+ {
+ BodyRadius = Flat(20f),
+ WellStrength = new ExponentialCurve { Multiplier = 100f, Exponent = 1f },
+ RocheLimit = new ExponentialCurve { Multiplier = 10f, Exponent = 1f },
+ LightRadius = Flat(0f),
+ AsteroidSize = new ExponentialLerp { Minimum = 2f, Maximum = 9f, Exponent = 1.7f },
+ AsteroidHitpoints = new ExponentialLerp { Minimum = 10f, Maximum = 300f, Exponent = 2f },
+ AsteroidRespawnTime = new ExponentialLerp { Minimum = 5f, Maximum = 60f, Exponent = 1f }
+ };
+
+ private sealed class Scene
+ {
+ public Zone Zone;
+ public CultRecordKey[] Orbits;
+ }
+
+ // With belt, a belt circles the planet's orbit (asteroids at FarthestAsteroid and 700, the farther first) and its own orbit
+ // is BeltOrbitDistance out: the asteroids' positions do not depend on that distance, only on the planet's orbit.
+ private Scene Build(float radius, bool moonsMoon = true, bool belt = false)
+ {
+ var dir = Path.Combine(_root, $"zone{_caches.Count}");
+ Directory.CreateDirectory(dir);
+ var cache = AetheriaStores.Open(Path.Combine(dir, "Aetheria.cc"), Path.Combine(dir, "run.cc"), catalogWritable: true);
+ _caches.Add(cache);
+ cache.Upsert(new VerseGrammar { Revision = 1 });
+ var items = new ItemManager(cache, new ProvenanceLedger(), new GameplaySettings
+ {
+ DefaultEntitySettings = new EntitySettings(),
+ Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
+ QualityPriceModifier = new ExponentialLerp()
+ }, _ => { });
+
+ var rootOrbit = cache.Upsert(new OrbitData { FixedPosition = RootAt }).Key;
+ var planetOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef(rootOrbit), Distance = PlanetDistance, Phase = .1f }).Key;
+ var moonOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef(planetOrbit), Distance = MoonDistance, Phase = .3f }).Key;
+ var moonsMoonOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef(moonOrbit), Distance = MoonsMoonDistance, Phase = .6f }).Key;
+ var pack = new ZonePack { Radius = radius, Mass = 10000f, Time = 0 };
+ foreach (var orbit in new[] { rootOrbit, planetOrbit, moonOrbit, moonsMoonOrbit })
+ pack.Orbits.Add(new CultRecordRef(orbit));
+ if (belt)
+ {
+ var beltOrbit = cache.Upsert(new OrbitData { Parent = new CultRecordRef(planetOrbit), Distance = BeltOrbitDistance, Phase = .8f }).Key;
+ pack.Orbits.Add(new CultRecordRef(beltOrbit));
+ var asteroids = new[]
+ {
+ new Asteroid { Distance = FarthestAsteroid, Phase = .2f, Size = .5f },
+ new Asteroid { Distance = 700f, Phase = .6f, Size = .5f }
+ };
+ pack.Planets.Add(new CultRecordRef(cache.Upsert(new AsteroidBeltData { Orbit = new CultRecordRef(beltOrbit), Asteroids = asteroids }).Key));
+ }
+ void Body(CultRecordKey orbit, float mass) =>
+ pack.Planets.Add(new CultRecordRef(cache.Upsert(new PlanetData { Orbit = new CultRecordRef(orbit), Mass = mass }).Key));
+ Body(rootOrbit, 5f);
+ Body(planetOrbit, 1f);
+ Body(moonOrbit, .5f);
+ if (moonsMoon) Body(moonsMoonOrbit, .01f);
+ Body(rootOrbit, .001f);
+ var zone = new Zone(items, Settings(), pack, new GalaxyZone { Name = "Populated", Owner = null }, null);
+ return new Scene { Zone = zone, Orbits = new[] { rootOrbit, planetOrbit, moonOrbit, moonsMoonOrbit } };
+ }
+
+ [Fact]
+ public void ItCoversEveryBodyAtEveryTimeAndIsTheChainSumOfTheOutermost()
+ {
+ var s = Build(5000f);
+
+ // Worked by hand: the root's offset from the origin, every distance down the chain, the outermost body's Roche limit.
+ var expected = length(RootAt) + PlanetDistance + MoonDistance + MoonsMoonDistance + 10f * .01f;
+ Assert.Equal(expected, s.Zone.PopulatedRadius, 2);
+
+ var worst = 0f;
+ for (var i = 0; i < 50; i++)
+ {
+ var time = i * 137.0;
+ foreach (var body in s.Zone.PlanetInstances.Values)
+ {
+ var reach = length(s.Zone.OrbitPositionAt(body.BodyData.Orbit.Key, time)) + body.RocheLimit;
+ Assert.True(reach <= s.Zone.PopulatedRadius + .01f, "a body's well is outside the populated radius");
+ worst = max(worst, reach);
+ }
+ }
+ Assert.True(worst > 0f);
+ }
+
+ [Fact]
+ public void ItReachesTheFarthestAsteroidOfABeltBeyondTheOutermostBody()
+ {
+ // The belt's asteroids circle the planet's orbit, so the chain is the root's offset and the planet's distance; the belt
+ // orbit's own distance does not enter, and neither do the nearer asteroid or any body (all inside this).
+ var s = Build(5000f, belt: true);
+
+ Assert.Equal(length(RootAt) + PlanetDistance + FarthestAsteroid, s.Zone.PopulatedRadius, 2);
+ }
+
+ [Fact]
+ public void ItBoundsTheRootOffTheOriginAndEachLevelOfTheChain()
+ {
+ // Without the moon's moon the outermost is the moon: the bound loses that level's distance and Roche term and no more.
+ var s = Build(5000f, moonsMoon: false);
+
+ Assert.Equal(length(RootAt) + PlanetDistance + MoonDistance + 10f * .5f, s.Zone.PopulatedRadius, 2);
+ }
+
+ [Theory]
+ [InlineData(100f)]
+ [InlineData(5000f)]
+ [InlineData(90000f)]
+ public void ItDoesNotReadPackRadius(float radius)
+ {
+ var s = Build(radius);
+
+ Assert.Equal(length(RootAt) + PlanetDistance + MoonDistance + MoonsMoonDistance + 10f * .01f, s.Zone.PopulatedRadius, 2);
+ }
+}