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Sky modernization 3: the sky composited in one pass at the far plane - #583
Phase 3 of the sky modernization (doc/SKY_MODERNIZATION.md): the sky composited in one pass. Stacked on #582 (rye/sky-p2-stars).
What changes
Every layer is worked out along the pixel's view ray: the sun, moon and bloom (skyBodiesF), clouds (skyCloudsF), aurora (skyAuroraF) and meteors (skyMeteorsF).
The sky's pass (gDeferredSkyCompositeProgram: skyCompositeV/skyCompositeMainF over skyCompositeF) composites them in registers at the far plane.
It is its own program, compiled once with no soften permutations; the classic gain is the uniform sky_classic_scale.
The clouds are worked out first, and the layers under an opaque deck are skipped. A fully clouded 1440p view takes 0.094 ms against 0.36 ms.
An HDRI is held to [0, 65024] and the pass's output to 65504, the RGBA16F limit.
The exposure meter takes the sky by its depth. Water over the void meters as sky again, through a stencil-masked copy of the G-buffer normals (meterWaterMap).
The raster sky programs are deleted, except the stars.
The bloom is drawn (D3), off by default under AlchemyRenderSunBloom, tinted by the sky's sun diffuse.
It has a Lightbox toggle and a Bloom texture picker in the sky editor.
The vintage clamp is lifted: one float composite serves every path (D6, D8).
Vintage mode, and HDR off with the emissive buffer, no longer clamp each layer at 1; the dome behind water is unclamped too.
Look changes (settled in the plan's decisions)
Vintage mode, and HDR off with the emissive buffer (an RGB8 attachment), change where a layer went past 1. Bright haze, the sun disc and sunlit cloud read brighter there (D6).
Verified
The phase tip built and passed ctest -LE manual on the stack's previous base. On the current base only the full stack's tip was rebuilt: it builds clean and passes 557/557.
The full stack's viewer reaches the login screen on a scratch profile with every program linked (323), with the emissive buffer on and off.
The headless A/B tests (alskycomposite_gl_test, alskylayers_gl_test, luminance_gl_test) cover the composite, the layers and the meter.
Phase 3 of the sky modernization puts every layer of the sky into one
pass at the far plane, each worked out per pixel from the view ray. The
sun and the moon are the first two: deferred/skyBodiesF.glsl gives
skySun(dir) and skyMoon(dir), what each one's program laid over the sky
where the ray crosses its quad, display encoded with its opacity. No
program attaches the file yet; the composite will.
The quad test, skyQuadCoord, intersects the ray with the plane of the
quad and works the texture coordinates out unclipped, so their
derivatives stay smooth at the quad's edge as a raster quad's helper
pixels extrapolate them, then masks outside [0, 1] and behind the
camera. The derivatives are taken before that test, in uniform control
flow, and the texture read with textureGrad. The sun blends its texture
pair as sunDiscF did; the moon keeps moonF's 2/255 cut, its brightness
and its fade toward the horizon.
The quads come from ALSkyLayers in alrender: bodyCorners is
LLVOSky::updateHeavenlyBodyGeometry's corner maths, moved, and LLVOSky
now calls it; rayQuad gives the composite a quad as its centre and its
axes over their squared lengths in the dome's frame, the sun's lowered
by the 50 m its vertex stage lowered it (SUN_DROP); moonFade is moonF's
fade. rayQuad turns them into the dome's frame by ALFarPlane::skyFrame,
the one swizzle from the agent's frame (east, north, up) to the dome's
(north, up, east), which eyeToSkyFrame turns the eye's axes by too,
and LLEnvironment::toLightNorm the sky's light directions.
Seven reserved uniforms carry them (skySun*, skyMoon*).
Tests:
- alskylayers_test: the corners are centred along the body, square to
it and enlarged toward the horizon as before, a body near the zenith
takes its own axes, skyFrame takes east, north and up to the dome's
axes, a ray through each corner of a quad meets it at that corner's
texture coordinates, and the fade.
- alskylayers_gl_test: tests/skyraster keeps the sky's programs as they
stand at this branch's start, and tests/alskyraster_gl.h builds them
beside the viewer's shaders in one shader tree
(al_sky_test::SkyShaderTree), which alstarfield_gl_test builds its
programs from as well. Each body is drawn by its old program over a
background into a float target and into the attachment its path
stored the sky in, and along the view ray over the same background.
Four suns (midday, on the horizon, at the zenith, large in a wide
view; two blending their pair) and three moons (low and fading, high,
brighter than its texture), both paths:
- against the old program's float picture: at most 0.51/255, over
858 to 1,690 lit pixels a scene;
- against its stored picture: within a step of the storage, where
the blend rounds (up to 1.03/255 albedo, 4.24/255 at 1.6 in
R11G11B10F); on the albedo path the bright moon was clamped at 1
at 1,103 pixels, which the composite will no longer do (D6).
- Looking straight away from the sun draws nothing.
Restoring defects fails it: the quad's v flipped (28 checks), no
moon fade (4), no 2/255 cut (2), no sun blend (8), no moon brightness
(8), and a hit behind the camera (8).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Plan D3 draws the EEP bloom texture again, the halo the sky drew under
the sun disc before WindLight (2007) and that no shader has drawn since.
skyBodiesF.glsl gains skyBloom(dir) under SUN_BLOOM, the permutation
the composite will take from the latched AlchemyRenderSunBloom.
As the halo was:
- its square, ALSkyLayers::bloomCorners, is LLVOSky's
updateSunHaloGeometry at the open-source import: centred on the
sun's quad, four times the disc's half-width every way along the
disc's axes, and lowered with the disc (SUN_DROP) so the two stay
centred on each other;
- its texture is tinted by the sun's colour and laid at 0.9 opacity:
the halo's min(0.9, horizon visibility) times its visibility, both of
which LLHeavenBody holds at 1 now.
Its texture pair blends by the sky's blend factor as the sun's does.
Five reserved uniforms carry it (skyBloom*).
Tests: alskylayers_test checks the square against the disc. In
alskylayers_gl_test a test program draws the halo as the fixed-function
pool drew it (its square, textured, tinted, alpha blended at the halo's
0.9, al_sky_test::BLOOM_OPACITY) beside the bloom along the view ray:
about the sun at midday, on the horizon while the pair blends, and a
large sun, both paths. Against the halo's float picture at most
0.17/255 over 6,590 to 12,723 lit pixels; against its stored one within
a step. Taking out the tint fails 12 checks, the 0.9 opacity 12, the
blend 4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
deferred/skyCloudsF.glsl gives skyClouds(dir): the clouds' colour,
display encoded in [0, 2], and opacity where the view ray meets the
dome's sphere, for the composite to lay over the sky behind them.
cloudsV's texture coordinates were the mesh's planar ones,
((1 - east) / 2, (1 - north) / 2) of a vertex's direction from the
sphere's centre (ALSkyDome::buildStrips), which is linear in the point,
so the per-ray clouds take them at the sphere's point: the u mirror,
cloud_scale about 0.5, the x16 detail layers and the self-shadow offset
of 79ddf28 follow as cloudsV had them, and cloudsF's body runs on
that point as it ran on the mesh's, less the camera's position and
raised 50 m: windlightDomeRaise(windlightDomeHit(dir)). The coordinates
are continuous across the horizon, so the noise keeps implicit
derivatives; the function runs in uniform control flow, and
cloud_scale's cut is a uniform branch rather than a discard. The next
noise is still read only while the sky blends toward it (skyCloudBlend,
a new reserved uniform).
windlightDomeF.glsl splits windlightDomeHit(dir), where the ray meets
the sphere, out of windlightDome, so the dome, the clouds and the HDRI
to come find the point one way, and windlightDomeRaise(hit), that point
raised 50 m, where the dome is shaded, so the dome and the clouds raise
it one way too.
alskylayers_gl_test draws the old cloud program over the dome's mesh
and over a sphere meshed a hundred times finer, beside the clouds along
the view ray: toward the sun and overhead at midday, at the horizon at
sunset and up at night, two blending their noise, both paths. That
splits what differs three ways:
- the maths, per-ray against the old program over the sphere: at most
1.7/255 over 2,177 to 36,570 lit pixels, besides the old program's
dither on the emissive path;
- the dome's facets, its mesh against the sphere above the camera's
level: up to 30/255 at cloud edges near the horizon, where the facets
move the point a ray meets by tens of metres and the detail noise by
texels (plan §4 accepts it); below the camera's level its skirt, up
to 3.2/255 in the sliver the 50 m raise lifts over the horizon (D7);
- the storage: within a step, but where the 8-bit albedo clamped the
clouds' colour past 1, 21 to 1,826 pixels a scene (D6).
Mirroring the self-shadow offset fails 4 checks, dropping the u mirror
8, the noise blend 4, transposing the coordinates 8, and the cut below
the horizon 6. alskydome_gl_test passes unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
deferred/skyAuroraF.glsl gives skyAurora(dir), what the aurora adds
along the view ray, auroraF's defined envelopes (d689985) as they
stand: its discards return nothing, and its gain is the path's as
auroraF wrote it, 1.5 into the emissive buffer and 1 into the albedo.
Its value noise is the stars' own, the same code: hash31 and
valueNoise3D move out of starsV.glsl into deferred/valueNoiseUtil.glsl,
compiled for whichever stage attaches it, so the composite's program,
which links every layer's file, takes one definition of each. The star
programs (gDeferredStarProgram, gDeferredStarQuadProgram, and
alstarfield_gl_test's) attach it to their vertex stage.
auroraV gave the fragment the dome's point under the pixel less the
camera's place, which is the view ray whatever the facets, so the
per-ray aurora differs from the dome's by the arithmetic alone.
alskylayers_gl_test draws the old aurora program over the dome's mesh,
added, beside it: at the horizon and overhead, and wide at an intensity
of 1.4, both paths. Against the old program's float picture at most
0.02/255 on the albedo path and 0.84/255 on the emissive one (its
dither), but one pixel at 1.7/255 whose strength lies on the 0.003 the
aurora is cut at; against the stored one within a step, but 488 pixels
where the 8-bit albedo clamped the bright folds past 1 (D6). Dropping
the emissive gain fails 6 checks, raising the elevation by 0.01 10,
swapping the azimuth's axes 12.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Plan D5 loops the meteors in the composite. deferred/skyMeteorsF.glsl
gives skyMeteors(ndc), what the streaks add at the pixel's normalized
device coordinates, as a loop over a small uniform array:
skyMeteorData, three vec4s a streak and 64 at most (LLVOWLSky's hard
max), and skyMeteorCount, two new reserved uniforms. The file names
both sizes, SKY_METEOR_VECTORS and SKY_MAX_METEORS, which must equal
ALSkyLayers::METEOR_VECTORS and MAX_METEORS.
meteorsV placed each meteor's six vertices at its midpoint's clip
depth and offset them on the screen, so its quad interpolated its
coordinates linearly on the screen: ALSkyLayers::packMeteors does the
vertex stage's work once a streak on the CPU and packs the midpoint
and the inverse of the streak's frame, which the loop solves each
pixel's coordinates with, as the quad's own. It packs the width class
both as the quad reached across it and as the vertex stage read it
back from eight bits to divide the profile by, and the colour linear by
meteorsV's power of 2.2. A streak with an end behind the camera, one
wholly off the screen and one with no area are left out, so the loop
bounds itself to the streaks the screen holds. meteorsF's profile
follows as it was, with its gain on each path, 4 into the emissive
buffer and 2 into the albedo.
alskylayers_test checks the packing: the head and tail land at (1, 0)
and (-1, 0), a point the width across at (0, width), the width and
colour as the vertex stage unpacked them, and the meteors behind, off
the screen or end on left out, and no more than 64 packed; and it
reads skyMeteorsF.glsl's two defines and holds them to the C++.
alskylayers_gl_test draws six meteors, a thin one, a standard one, a
fireball, one near the view's edge, one end on and one behind the
camera, by the old program and by the loop, both paths: against the old
float picture at most 1.3/255 over 474 lit pixels, against the stored
one within a step, but 112 pixels where the 8-bit albedo clamped the
fireball past 1 (D6). The albedo's gain on the emissive path fails 2
checks, dividing the profile by the unrounded width 3, no head flash 4,
swapping the inverse's rows 4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The exposure meter splits each patch of the scene into sky and the rest
(luminanceF.glsl) and took the sky from the G-buffer's flags:
GBUFFER_FLAG_SKIP_ATMOS or GBUFFER_FLAG_HAS_HDRI in the normal's alpha,
which the sky's layers wrote. The sky's composite will draw nothing into
the G-buffer, leaving the flags at the G-buffer's clear, so the meter
takes the sky as what the world leaves at the far plane instead,
isFarDepth of the scene's depth, as the haze on water and the light
map's blur already do. The program attaches deferredUtil.glsl for it
(isDeferred), and the pass binds the depth in place of the normals.
The water writes the scene's depth and never the G-buffer, so the
flags under it counted the water over the sky as sky, which the depth
alone would count as ground. generateLuminance keeps it sky: it takes a
pool target of the light map's description, whose storage the lighting
has let go of by then, sharing the G-buffer's depth and stencil, clears
it, and in the main view, where the water pool draws (drawsWater),
copies the G-buffer's normals into it under the water's stencil bit
(ALWaterStencil::OnWater). The meter reads it as meterWaterMap, a new
reserved uniform, and counts as sky the far depth or that map's alpha
past 0.9: the G-buffer clear's 1 in the normals' alpha, where the water
lies over nothing the deferred pass drew. Where no map is bound nothing
is water. While the sky's layers still draw into the G-buffer they
leave their flags under the water, WindLight's dome its SKIP_ATMOS of
0, which meters as ground, and an HDRI its HAS_HDRI of 1, which meters
as sky; under the composite the clear lies under all of it.
The flags also marked as sky the few things in front of the far plane
that write SKIP_ATMOS, the selection highlight among them; the meter
now counts those as ground. So does anything else drawn over the sky
that writes the depth, which marks no water stencil.
luminance_gl_test (newview_gl_tests) meters a G-buffer cleared as the
frame clears it, the world over its left half and the water's depth
and stencil over its lower half, through the viewer's program, with the
water's map made as generateLuminance makes it, in both normal layouts
(GL_RGB10_A2, GL_RGBA16): the water over the sky meters as sky and the
water over the world as the world, and without the map no water meters
as sky. ARCHITECTURE.md lists the map among the transient targets and
says what the meter weighs as sky.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The sky stops compositing its layers in the G-buffer. The soften pass's
sky variant (gDeferredSoftenSkyProgram, softenLightF.glsl's SOFTEN_SKY),
which drew a screen triangle at the cleared depth to resolve what the
layers left there, gives way to the sky's pass, a program of its own
(gDeferredSkyCompositeProgram: deferred/skyCompositeV.glsl and
deferred/skyCompositeMainF.glsl), which draws the same triangle, works
every layer out along the pixel's view ray and composites them in
registers (deferred/skyCompositeF.glsl), in the order and by the blends
the pool drew them with:
1. the dome (windlightDome), or an HDRI with its split screen, alone;
2. plus the stars, read from their attachment of the G-buffer;
3. the sun bloom, alpha (its program's SUN_BLOOM only);
4. the sun, alpha; 5. the moon, alpha;
6. plus the meteors; 7. plus the aurora;
8. the clouds, alpha;
9. decoded, times sky_hdr_scale.
The clouds, and the bodies with them, are worked out first, in uniform
control flow, since both take derivatives: where the clouds are opaque
nothing under them shows, and steps 1 to 7 are skipped. A fully clouded
2560x1440 view composites in 0.094 ms where every layer in order takes
0.36 ms, and a half-clouded one in 0.23 ms. The output is bit-identical
to the layers in order wherever the clouds' alpha is under 1, and where
it is 1 is the clouds' own colour.
The sky's pass links the composite's files, ALSkyLayers::COMPOSITE_FILES
(the composite, the layers' files and the value noise the aurora takes),
which the GL tests that draw the composite link too. Of the soften
pass's features it takes sRGB and the deferred objects alone (for
clampHDRRange), and of its permutations the emissive buffer's: no
atmospherics, shadows, SSAO or probes, and no classic variant. It reads
the stars' attachment and nothing else of the G-buffer. The classic
sky's gain on the lit screen, 1.1, which the soften pass's classic
variant gives what it lights (writeColor), is a uniform,
sky_classic_scale, that LLSettingsVOSky::applySpecial sets. So it
compiles once, cold in 88 to 125 ms, where a variant of the soften pass
compiles twice, itself and its classic clone, and it links again at no
shadow or SSAO toggle.
One float composite serves both paths. Vintage mode (no emissive buffer)
no longer clamps each layer at 1 in the 8-bit albedo, nor an HDRI to
[0, 1], and neither does HDR off with the emissive buffer, whose
attachment is RGB8 and which clamped the same way (D6); nothing is
dithered any more. Below the horizon the
dome is the sphere (D7). The view ray comes from inv_proj at a depth
between the planes and eyeToSky.
An HDRI is held to [0, 65024] (SKY_HDRI_MAX), where the sky program held
it under 8192 * 8192 * 16, and its negative texels, which some HDR files
hold, come out black: 65024 is R11F_G11F_B10F's largest value, the most
the reflections' copy of the scene and the bloom pyramid hold, so a
file's sun keeps its weight there and in the probes. The sky's pass
holds its output, with the classic gain, to 65504: it writes straight
into the lit screen and the probes' faces, RGBA16F, which stores a value
past that as infinity, and the post chain turns that into NaN. The
HDRI's point on the dome's sphere is raised as WindLight's dome raises
it (windlightDomeRaise).
- The stars are the one layer still drawn into the G-buffer. Their
attachment (the emissive buffer, or the albedo without it,
ALSkyLayers::starAttachment) is cleared to black after the G-buffer's
clear (LLPipeline::clearStarAttachment, at both of display's clears),
while the rest keep theirs; on the albedo path the composite reads it
decoded and encodes it back. It reads the one texel point sampling
picks, at level 0, which takes no derivatives, so it reads it only
where the clouds let the sky through, and a view whose layers leave
the stars out reads nothing of it.
- LLDrawPoolWLSky::bindComposite binds the composite's inputs: the
dome's (bindDome), and the layers this view draws with what each
takes. Which layers a view draws is ALSkyLayers::layersFor, the pool's
gates as a function: an HDRI alone; in a probe's face no stars,
meteors, aurora or sun (mirrors keep the sun), and no clouds in an
irradiance pass; the night's layers only while the stars are bright
enough (NIGHT_STAR_ALPHA); the bloom only under the latched
AlchemyRenderSunBloom and with its textures. The meteors tick, and
the aurora's clock runs, in the views that draw them, as their draws
did; LLVOWLSky::meteors gives this frame's streaks for
ALSkyLayers::packMeteors. The pool draws only the stars.
bindComposite records each map it binds, and unbindComposite lets go
of those alone: a unit whose map this view's layers left unbound holds
what an earlier pass bound there.
- The bloom is tinted by the sky's sun diffuse
(LLSettingsSky::getSunDiffuse), held to 1. The sun body's colour is
set only by LLVOSky::calc, which runs only with the CPU cube, so with
reflection probes it stays black.
- The composite draws where LLPipeline::drawsSky says the sky's draws
ran: its render types on, WindLight's shaders in use, and not a
snapshot cutout's frame. A view without it leaves the screen's clear
at the far plane, where the resolve read the G-buffer's clear (magenta
with the emissive buffer; the cutout's seed clears it either way).
- Its GPU zone is "sky composite", in place of "sky resolve". The raster
layers stop drawing here; their draws and programs go next, and so
does softenLightF.glsl's SOFTEN_SKY branch, which no program builds.
Five reserved uniforms join: skyLayers, skyHdriMap, skyHdriRotation
and skyHdriScale beside the layers', and sky_classic_scale beside
sky_hdr_scale. starsV.glsl's note on the stars' double decode follows
the decode into the composite.
Tests:
- alskylayers_test: layersFor in every kind of view; that a view draws
the stars only where some star can show (ALStarField::faintestVisible
within a byte at every brightness layersFor draws them at, whatever
the moon, on either path), and the meteors and the aurora only with
them; and that skyCompositeF.glsl's SKY_LAYER_* bits are
ALSkyLayers::Layer's.
- alskycomposite_gl_test draws the whole sky both ways on the hidden
window: the old programs (tests/skyraster) layer by layer into the
G-buffer, resolved as SOFTEN_SKY resolved it, and the stars and the
composite, through the sky's pass as LLViewerShaderMgr builds it.
Seven scenes, both paths: a clouded midday with the sun, the same
across the horizon, a sunset with the sun and its bloom on the
horizon, a moonlit night with stars, moon, meteors, aurora and
clouds, the same as a probe's face draws it, rainbow and halo bands
below the horizon, and an HDRI beside the dome. The old sky drawn
over a whole sphere meshed finely, against the composite:
- with float attachments (nothing stored): at most 2.06/255 on the
albedo path, 11.3/255 on the emissive one, all of it the old
programs' dither; the pixels a star lit are left out, since the
composite reads the stars from their stored attachment;
- with the attachments as the viewer allocates them: within two
steps of the storage, but where the 8-bit albedo clamped a layer or
an HDRI past 1 (D6), 1,236 to 20,160 pixels a scene where it does
(all of the rainbow scene, whose test bands are bright everywhere),
by up to 476/255. The emissive path clamps nowhere.
The old sky over the dome's own mesh against it over the sphere:
above the camera's level its facets, up to 28/255 at cloud edges near
the horizon; below it its skirt (D7), up to 4/255 but for the rainbow
and halo bands, which it shifts bodily, up to 96/255.
In that comparison, dropping the stars fails 4 checks, the HDR scale
23, mirroring the HDRI's split 4 or the view ray 24, laying the bloom
over the sun 4, the aurora over the clouds 4; in layersFor, keeping a
mirror's sun out fails its test.
Under an opaque cloud deck over every layer, the composite is exactly
the clouds alone where they are opaque, and elsewhere exactly the
layers laid in order by the composite's own functions, while the deck
hides layers that show without it. An HDRI holding 1e6 or -1 in every
texel composites into RGBA16F finite, not negative and within the
half float range, under the classic gain, both paths; one under
65024 after its exposure is drawn as it is, one past it at 65024, and
under the classic gain the pass stops at 65504. Under a classic
sky the pass is the modern sky times 1.1, within a relative 1e-5, its
alpha 0 either way. A view without the stars draws the same over
their attachment left at the G-buffer's magenta clear as over black.
- alfarplane_test holds skyCompositeV.glsl's triangle on the far plane
with the other lighting passes', and the sky's pass to lighting
nothing; alstarfield_test follows the stars from their attachment to
the display through skyCompositeF.glsl.
- The per-layer test's clouds now take the shared whole sphere.
A Release viewer launched on a scratch profile to the login screen
links every program on NVIDIA, with AlchemyRenderSunBloom off and on.
Not run in-world.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The sky's composite draws every layer but the stars along the view ray,
so their raster draws and what only they used go:
- LLDrawPoolWLSky's dome, sun and moon, meteor, aurora and cloud draws
(renderSkyHazeDeferred, renderHeavenlyBodies, renderMeteorsDeferred,
renderAuroraDeferred, renderSkyCloudsDeferred, renderDome), their
shader pointers and pass hooks, and the GPU zones that timed them;
the pool draws the stars alone until Phase 4 takes the pool.
- The seven programs (gDeferredWLSkyProgram, gEnvironmentMapProgram,
gDeferredWLCloudProgram, gDeferredWLSunProgram,
gDeferredWLMoonProgram, gDeferredMeteorProgram,
gDeferredAuroraProgram) and their twelve files (deferred/skyV, skyF,
cloudsV, cloudsF, sunDiscV, sunDiscF, moonV, moonF, meteorsV,
meteorsF, auroraV, auroraF), which tests/skyraster keeps for the A/B
tests, and the two reserved uniforms only they read:
meteor_width_pixels, meteorsV's, and altDiffuseMap, sunDiscF's second
map. The A/B tests read the old sun's second map under the
composite's skySunMapNext, and the halo's under skyBloomMapNext.
- globalF.glsl's screenNoise and ditherEmissive, which only skyF,
cloudsF and auroraF wrote through;
tests/skyraster/deferred/ditherEmissiveF.glsl keeps them for the old
programs the A/B tests draw.
- softenLightF.glsl's SOFTEN_SKY branch, which no program builds, and
its HAS_HDRI cases: nothing writes GBUFFER_FLAG_HAS_HDRI once skyF
goes, so skyColor takes only what a fragment in front of the far
plane flagged SKIP_ATMOS wrote, the debug highlight (highlightF.glsl).
- LLVOWLSky's dome mesh buffers and drawDome, and its meteor buffer,
updateMeteorGeometry and drawMeteors: the composite takes this
frame's streaks from meteors().
- The per-view upload of the sun's and moon's quads: LLVOSky's
updateHeavenlyBody keeps their corners, which the composite and the
stars' moon mask read, and builds no vertex buffer, so the faces keep
only their textures. The stars' moon mask no longer asks the moon's
face for geometry.
alskydome_gl_test draws the old sky program from tests/skyraster, as
the other sky A/B tests do; comments that named the deleted files name
their successors, and those that told the composite's functions by the
programs they replaced (the layers' files, windlightDomeF.glsl,
atmosphericsFuncs.glsl, starsV.glsl's moon mask, ALSkyLayers, the pool's
star cull) say what they are. ALRenderResourcePlan's note on the
emissive format no longer leans on ditherEmissive: the smoothest
gradients, the sky's, are composited in registers and never stored
there. ARCHITECTURE.md names gDeferredSkyCompositeProgram among the
environment programs, and describes the sky as its composite over the
stars.
Release builds clean; the sky's GL tests pass, and a scratch profile
launched to the login screen links 324 programs on NVIDIA, with the sun
bloom off and on. The staged app_settings keeps the deleted files until
it is cleaned; nothing loads them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AlchemyRenderSunBloom, the latched input the sky's composite takes its
SUN_BLOOM permutation from, gets a checkbox in the Lightbox's Sky
Effects section, under the meteors: an ordinary row bound by
control_name, reset by the section's Reset All. Its tooltip says where
a sky's bloom texture is set, that nothing of it is drawn or fetched
while it is off, and that switching it rebuilds the sky's shader.
The section grows by the row; its header tooltip names the bloom, and
the comment on why the section has no header checkbox counts two
booleans now. The meteors' count tooltip no longer cites the vertex
buffer the composite replaced. doc/LIGHTBOX.md's Sky tab section says
how the bloom differs from the night's effects: seen by day, and drawn
from the sky's own texture.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Plan D3 gives the sun bloom a field in the sky editor, so a creator can
set the texture the bloom draws, the sky's bloom_id, which every EEP sky
carries and which no editor could set. The Sun & Moon tab gets a Bloom
texture picker beside the sun's Image, writing it through
LLSettingsSky::setBloomTextureId, new, which marks the settings dirty as
the sun's setter does:
- Default is the default bloom, and no texture draws the same, as a sky
without one does; Blank is the transparent texture, which draws none.
- Its tooltip says that only Alchemy draws the bloom, only with Sun Bloom
on in the Lightbox's Sky Effects, and that other viewers keep the
texture with the sky and draw nothing.
- Local bitmaps already work: the fixed and day cycle editors check the
bloom's id for them.
The two pickers are 60 by 83, side by side where the sun's 100 by 123
stood, so the bloom's lines up over the colour swatch and stays inside
the day cycle editor's 705-pixel floater; the rows below keep their
places.
Release builds clean. Not opened in a running viewer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The haze on water (hazeF.glsl's HAZE_ON_WATER) converges far water on
WindLight's dome along the pixel's view ray. Where HDR or the emissive
buffer was off it held that dome to [0, 1] (HAZE_DOME_LDR), because the
sky it stood in for, the old raster sky, was stored in 8 bits there and
clamped at 1. The sky's composite clamps nothing on any path now: it
works the dome out in float and writes it into the RGBA16F screen. So
the water converged on a dome clamped at 1 under a sky that was not,
and far water met the horizon with a seam wherever the dome passed 1:
toward a bright sun's glow, and under a bright haze.
The clamp and its permutation go. The haze programs no longer read the
HDR or emissive inputs, so switching either no longer rebuilds them.
alfarplane_test checks that the dome behind the water is unclamped;
putting the clamp back fails it.
Release builds clean. The haze programs, on water and off, link under
glslang -l in both global configurations, classic and not, reverse Z
and not (16 of 16), and a broken dome call fails exactly the eight on
water. A scratch profile with the emissive buffer off reaches the login
screen with all 324 programs linked on NVIDIA. Not run in-world.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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indra/alrender/tests/alskylayers_gl_test.cpp
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📝 Summary
Summary by CodeRabbit
New Features
Sky rendering now combines clouds, sun, moon, stars, aurora, and meteors in a unified composition.
Added a Sun Bloom option and a sky-editor texture picker to customize the sun’s bloom. When disabled, bloom is neither displayed nor downloaded.
Exposure metering now accounts for water over sky.
Bug Fixes
Improved sky and cloud rendering across HDRI, water, and other viewing conditions.
Tests
Added coverage for sky effects, compositing, and exposure metering over water.
The deferred renderer now composites sky layers in a far-plane pass over separately rendered stars. The change adds sun-bloom settings and sky-layer calculations. Exposure metering now uses depth and a water mask to distinguish water over sky from water over world.
Changes: Sky Rendering and Exposure Metering
Layer / File(s)
Summary
Sky-layer contracts and shaders indra/alrender/alskylayers.*, indra/newview/app_settings/shaders/class1/deferred/sky*F.glsl, indra/newview/app_settings/shaders/class1/deferred/valueNoiseUtil.glsl
Adds sky-layer selection, body and bloom geometry, ray projection, meteor packing, shared noise, and per-ray shaders for sky composition.
Replaces separate sky-effect programs with a composite program. The sky pool binds layer state and textures. The pipeline draws the composite at the far plane and clears the star attachment.
Adds bloom texture storage and controls. Exposure metering binds G-buffer depth and a water-stencil mask. The luminance shader identifies sky taps by far-plane depth or water over sky.
Validation and supporting updates indra/alrender/tests/*, indra/alrender/CMakeLists.txt, indra/newview/CMakeLists.txt, doc/*, indra/newview/app_settings/shaders/class1/windlight/*, indra/newview/app_settings/shaders/class3/deferred/*
Adds unit and GL comparisons for sky-layer geometry, shader output, composite behavior, and water exposure. Updates documentation, shader comments, and test setup.
sequenceDiagram
participant LLPipeline
participant LLDrawPoolWLSky
participant SkyCompositeShader
participant GBuffer
LLPipeline->>LLDrawPoolWLSky: bindComposite supplies layer textures and uniforms
LLPipeline->>SkyCompositeShader: draw composite at far plane
SkyCompositeShader->>GBuffer: sample stars attachment
SkyCompositeShader-->>LLPipeline: output composited sky color
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Possibly related PRs
AlchemyViewer/Alchemy#581: Establishes the ray-based WindLight dome and bloom texture flow used by this composite change.
AlchemyViewer/Alchemy#545: Changes the deferred soften reflection path that this change also updates.
Merge Risk: Minimal · up to 54e3a
No identified issue blocks merging after normal checks.
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Title check
The title clearly identifies the main change: compositing the sky in one pass at the far plane.
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A rabbit sees stars in a far-plane array Bloom paints a halo and clouds find their way Water tells sky from the ground down below Meteors streak where the bright layers flow Depth guards the meter with pixels in sight One composite pass makes the twilight right
Comment @coderabbitai help to get the list of available commands.
quadCoord took a ray as parallel to a quad's plane only where its dot
product with the plane's normal was under 1e-12. The normal is the cross
product of the quad's axes over their squared lengths, so a ray along
the plane leaves that product a few ulps of the normal's length off
zero, and whether that lands under 1e-12 was the compiler's to decide:
MSVC's arithmetic did, GCC's, which fuses the products into multiply-adds,
did not, and alskylayers_test's ray along the quad's edge met the plane
far off ahead of the camera. The parallel test is now measured against
the normal's length.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GLSL holds no two programs to round the same expressions alike. NVIDIA's
compiler leaves the composite's clouds bit for bit the reference
program's; llvmpipe's leaves 626 of the deck's 16504 opaque pixels up to
1.1e-6 of their value off. The test takes a pixel within 1e-5 of its
value as the same, far closer than a dropped or misordered layer would
leave it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GL lets a store into R11F_G11F_B10F round toward zero, and llvmpipe's
does: every value of a 4096-pixel ramp written to it came back
truncated. The old sky stored the dome and then each layer over what was
stored, so where several layers lie over one pixel, as a star, the bloom
and the sun do on the sunset's horizon, it can lie a step under the
composite for each store, past the two steps of round-to-nearest the
emissive path's check allowed (19.9/255 at one pixel). That check now
allows a step for every store the scene's layers make.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
llvmpipe filters an 8-bit texture on a fast path that rounds each
filtered texel back to 8 bits. The clouds' opacity is their noise
steepened tenfold and then smoothed, so one step of the noise becomes
several of the clouds: on the Linux runners the per-ray clouds lay up to
8.7/255 from the old program's at up to 23 pixels a view, where on
NVIDIA they keep within 1.7/255.
The GL fixture asks Mesa for its float path (GALLIVM_PERF=
no_aos_sampling) before the first context comes up, unless the caller
chose already, and tells the state guard the variable is the process's.
On Mesa 26.0.8 every GL suite passes as it did, and the sky's with their
bounds as they were; alrender_gl_tests takes 5% longer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Actionable comments posted: 1
🪄 Fix comments: Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at @indra/newview/pipeline.cpp:
- Around line 11979-11995: Move the drawsSky() composite block out of the
RenderDeferredAtmospheric branch and place it after screen_target is bound and
cleared, so sky layers are composited whether atmospheric rendering is enabled
or not. Keep the existing shader binding and draw logic unchanged.
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The old sun program samples its second map whatever its weight, so the reference left
the map's unit holding whatever a case before it bound there. In one process the dome's
case of an infinite map runs first, the deferred delete keeps that texture bound, and
the reference weighs an infinity by zero: NaN over the whole quad, stored as nothing in
the 8-bit albedo. LLDrawPoolWLSky::renderHeavenlyBodies emptied the unit before it drew,
and the reference now does too.
The comparison took a NaN for the background and inside every bound, so the maths check
read 0.000000 and only the stored picture failed. A NaN now differs from the background
and lies past any bound.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Phase 3 of the sky modernization (
doc/SKY_MODERNIZATION.md): the sky composited in one pass. Stacked on #582 (rye/sky-p2-stars).What changes
skyBodiesF), clouds (skyCloudsF), aurora (skyAuroraF) and meteors (skyMeteorsF).gDeferredSkyCompositeProgram:skyCompositeV/skyCompositeMainFoverskyCompositeF) composites them in registers at the far plane.sky_classic_scale.meterWaterMap).AlchemyRenderSunBloom, tinted by the sky's sun diffuse.Look changes (settled in the plan's decisions)
Vintage mode, and HDR off with the emissive buffer (an RGB8 attachment), change where a layer went past 1. Bright haze, the sun disc and sunlit cloud read brighter there (D6).
Verified
ctest -LE manualon the stack's previous base. On the current base only the full stack's tip was rebuilt: it builds clean and passes 557/557.alskycomposite_gl_test,alskylayers_gl_test,luminance_gl_test) cover the composite, the layers and the meter.Not verified
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