Files
WoWee/docs/SKY_SYSTEM.md
Kelsi 7d44d2211d Implement WoW-accurate DBC-driven sky system with lore-faithful celestial bodies
Add SkySystem coordinator that follows WoW's actual architecture where skyboxes
are authoritative and procedural elements serve as fallbacks. Integrate lighting
system across all renderers (terrain, WMO, M2, character) with unified parameters.

Sky System:
- SkySystem coordinator manages skybox, celestial bodies, stars, clouds, lens flare
- Skybox is authoritative (baked stars from M2 models, procedural fallback only)
- skyboxHasStars flag gates procedural star rendering (prevents double-star bug)

Celestial Bodies (Lore-Accurate):
- Two moons: White Lady (30-day cycle, pale white) + Blue Child (27-day cycle, pale blue)
- Deterministic moon phases from server gameTime (not deltaTime toys)
- Sun positioning driven by LightingManager directionalDir (DBC-sourced)
- Camera-locked sky dome (translation ignored, rotation applied)

Lighting Integration:
- Apply LightingManager params to WMO, M2, character renderers
- Unified lighting: directional light, diffuse color, ambient color, fog
- Star occlusion by cloud density (70% weight) and fog density (30% weight)

Documentation:
- Add comprehensive SKY_SYSTEM.md technical guide
- Update MEMORY.md with sky system architecture and anti-patterns
- Update README.md with WoW-accurate descriptions

Critical design decisions:
- NO latitude-based star rotation (Azeroth not modeled as spherical planet)
- NO always-on procedural stars (skybox authority prevents zone identity loss)
- NO universal dual-moon setup (map-specific celestial configurations)
2026-02-10 14:36:17 -08:00

14 KiB

Sky System & Azeroth Astronomy

Overview

The sky rendering system in wowee follows World of Warcraft's WotLK (3.3.5a) architecture, where skyboxes are authoritative and procedural elements serve as fallbacks only. This document explains the lore-accurate celestial system, implementation details, and critical anti-patterns to avoid.


Architecture

Component Hierarchy

SkySystem (coordinator)
├── Skybox (M2 model, AUTHORITATIVE - includes baked stars)
├── StarField (procedural, DEBUG/FALLBACK ONLY)
├── Celestial (sun + White Lady + Blue Child)
├── Clouds (atmospheric layer)
└── LensFlare (sun glow effect)

Rendering Pipeline

LightingManager (DBC-driven)
  ↓ Light.dbc + LightParams.dbc + time-of-day bands
  ↓ produces: directionalDir, diffuseColor, skyColors, cloudDensity, fogDensity
  ↓
SkyParams (interface struct)
  ↓ adds: gameTime, skyboxModelId, skyboxHasStars
  ↓
SkySystem::render(camera, params)
  ├─→ Skybox first (far plane, camera-locked)
  ├─→ StarField (ONLY if debugMode OR skybox missing)
  ├─→ Celestial (sun + 2 moons, uses directionalDir + gameTime)
  ├─→ Clouds (atmospheric layer)
  └─→ LensFlare (screen-space sun glow)

Celestial Bodies (Lore)

The Two Moons of Azeroth

Azeroth has two moons visible in the night sky, both significant to the world's lore:

White Lady (Primary Moon)

  • Appearance: Larger, brighter, pale white color (RGB: 0.8, 0.85, 1.0)
  • Size: 40-unit diameter billboard
  • Intensity: Full brightness (1.0)
  • Lore: Tied to Elune, the Night Elf moon goddess
  • Cycle: 30 game days per phase cycle (~12 real-world hours)

Blue Child (Secondary Moon)

  • Appearance: Smaller, dimmer, pale blue color (RGB: 0.7, 0.8, 1.0)
  • Size: 30-unit diameter billboard
  • Intensity: 70% of White Lady's brightness
  • Position: Offset to the right and slightly lower (+80 X, -40 Z)
  • Cycle: 27 game days per phase cycle (~10.8 real-world hours, slightly faster)

Visibility

  • Night hours: 19:00 - 5:00 (both moons visible)
  • Fade transitions:
    • Fade in: 19:00 - 21:00 (dusk)
    • Full intensity: 21:00 - 3:00 (night)
    • Fade out: 3:00 - 5:00 (dawn)
  • Day hours: 5:00 - 19:00 (moons not rendered)

The Sun

  • Positioning: Driven by LightingManager::directionalDir
    • Placement: sunPosition = -directionalDir * 800 (light comes FROM sun)
    • Fallback: Time-based arc if no lighting manager (sunrise 6:00, peak 12:00, sunset 18:00)
  • Color: Uses LightingManager::diffuseColor (DBC-driven, changes with time-of-day)
    • Sunrise/sunset: Orange/red tones
    • Midday: Bright yellow-white
  • Size: 50-unit diameter billboard
  • Visibility: 5:00 - 19:00 with intensity fade at transitions

Deterministic Moon Phases

Server Time-Driven (NOT deltaTime)

Moon phases are computed from server game time, ensuring:

  • Deterministic: Same game time always produces same moon phases
  • Persistent: Phases consistent across sessions and server restarts
  • Lore-feeling: Realistic cycles tied to game world time, not arbitrary timers

Calculation Formula

float computePhaseFromGameTime(float gameTime, float cycleDays) {
    constexpr float SECONDS_PER_GAME_DAY = 1440.0f;  // 1 game day = 24 real minutes
    float gameDays = gameTime / SECONDS_PER_GAME_DAY;
    float phase = fmod(gameDays / cycleDays, 1.0f);
    return (phase < 0.0f) ? phase + 1.0f : phase;  // Ensure positive
}

// Applied per moon
whiteLadyPhase = computePhaseFromGameTime(gameTime, 30.0f);  // 30 game days
blueChildPhase = computePhaseFromGameTime(gameTime, 27.0f);  // 27 game days

Phase Representation

  • Value range: 0.0 - 1.0
    • 0.0 = New moon (dark)
    • 0.25 = First quarter (right half lit)
    • 0.5 = Full moon (fully lit)
    • 0.75 = Last quarter (left half lit)
    • 1.0 = New moon (wraps to 0.0)
  • Shader-driven: Phase uniform passed to fragment shader for crescent/gibbous rendering

Fallback Mode (Development)

If gameTime < 0.0 (server time unavailable):

  • Uses deltaTime accumulator: moonPhaseTimer += deltaTime
  • Short cycle durations (4 minutes / 3.5 minutes) for quick testing
  • NOT used in production: Should always use server time

Sky Dome Rendering

Camera-Locked Behavior (WoW Standard)

// Vertex shader transformation
mat4 viewNoTranslation = mat4(mat3(view));  // Strip translation, keep rotation
gl_Position = projection * viewNoTranslation * vec4(aPos, 1.0);
gl_Position = gl_Position.xyww;  // Force far plane depth

Why this works:

  • Translation ignored: Sky centered on camera (doesn't "swim" when moving)
  • Rotation applied: Sky follows camera look direction (feels "attached to view")
  • Far plane depth: Always renders behind world geometry
  • Celestial sphere illusion: Stars/sky appear infinitely distant

Time-Based Sky Drift (Optional)

Subtle rotation for atmospheric effect:

float skyYawRotation = gameTime * skyRotationRate;
skyDomeMatrix = rotate(skyDomeMatrix, skyYawRotation, vec3(0, 0, 1));  // Yaw only

Per-zone rotation rates:

  • Azeroth continents: 0.00001 rad/sec (very slow, barely noticeable)
  • Outland: 0.00005 rad/sec (faster, "weird" alien sky feel)
  • Northrend: 0.00002 rad/sec (subtle drift, aurora-like)
  • Static zones: 0.0 (no rotation)

Implementation status: Not yet active (waiting for M2 skybox loading)


Critical Anti-Patterns

DO NOT: Latitude-Based Star Rotation

Why it's wrong:

  • Azeroth is not modeled as a spherical planet with latitude/longitude in WoW client
  • No coherent coordinate system for Earth-style celestial mechanics
  • Stars are part of authored skybox M2 models, not dynamically positioned
  • Breaks zone identity (Duskwood's gloomy sky shouldn't behave like Barrens)

What happens if you do it anyway:

  • Stars won't match Blizzard's authored skyboxes when M2 models load
  • Lore/continuity breaks (geographically close zones with different star rotation)
  • "Swimming" stars during movement
  • Undermines the "WoW feel"

Correct approach:

// ✅ Per-zone artistic constants (NOT geography)
struct SkyProfile {
    float celestialTilt;      // Artistic pitch/roll (Outland = 15°, Azeroth = 0°)
    float skyYawOffset;       // Alignment offset for authored skybox
    float skyRotationRate;    // Time-based drift (0 = static)
};

DO NOT: Always Render Procedural Stars

Why it's wrong:

  • Skyboxes contain baked stars as part of zone mood/identity
  • Procedural stars over skybox stars = double stars, visual clash
  • Different zones have dramatically different skies (Outland purple nebulae, Northrend auroras)

Correct gating logic:

bool renderProceduralStars = false;
if (debugSkyMode) {
    renderProceduralStars = true;  // Debug: force for testing fog/cloud attenuation
} else if (proceduralStarsEnabled) {
    renderProceduralStars = !params.skyboxHasStars;  // Fallback ONLY if skybox missing
}

skyboxHasStars flag:

  • Set to true when M2 skybox loaded and has star layer (query materials/textures)
  • Set to false for gradient skybox (placeholder, no baked stars)
  • Prevents procedural stars from "leaking" once real skyboxes load

DO NOT: Universal Dual Moon Setup

Why it's wrong:

  • Not all maps/continents have same celestial bodies
  • Azeroth: White Lady + Blue Child (two moons)
  • Outland: Different sky (alien world, broken planet)
  • Forcing two moons everywhere breaks lore

Correct approach:

struct SkyProfile {
    bool dualMoons;  // Azeroth = true, Outland = false
    // ... other per-map settings
};

// In Celestial::render()
if (dualMoonMode_ && mapUsesAzerothSky) {
    renderBlueChild(camera, timeOfDay);
}

Integration Points

SkyParams Struct (Interface)

struct SkyParams {
    // Sun/moon positioning
    glm::vec3 directionalDir;   // From LightingManager (sun direction)
    glm::vec3 sunColor;          // From LightingManager (DBC diffuse color)

    // Sky colors (for skybox tinting/blending, future)
    glm::vec3 skyTopColor;
    glm::vec3 skyMiddleColor;
    glm::vec3 skyBand1Color;
    glm::vec3 skyBand2Color;

    // Atmospheric effects (star/moon occlusion)
    float cloudDensity;          // 0-1, from LightingManager
    float fogDensity;            // 0-1, from LightingManager
    float horizonGlow;           // 0-1, atmospheric scattering

    // Time
    float timeOfDay;             // 0-24 hours (for sun/moon visibility)
    float gameTime;              // Server time in seconds (for moon phases)

    // Skybox control (future: LightSkybox.dbc)
    uint32_t skyboxModelId;      // Which M2 skybox to load
    bool skyboxHasStars;         // Does skybox include baked stars?
};

Star Occlusion by Weather

Clouds and fog affect star visibility:

// In StarField::render()
float intensity = getStarIntensity(timeOfDay);  // Time-based (night = 1.0, day = 0.0)
intensity *= (1.0f - glm::clamp(cloudDensity * 0.7f, 0.0f, 1.0f));  // Heavy clouds hide stars
intensity *= (1.0f - glm::clamp(fogDensity * 0.3f, 0.0f, 1.0f));    // Fog dims stars

if (intensity <= 0.01f) {
    return;  // Don't render invisible stars
}

Result: Cloudy/foggy nights have fewer visible stars (realistic behavior)


Future: M2 Skybox System

LightSkybox.dbc Integration

DBC Chain:

Light.dbc (spatial volumes)
  ↓ lightParamsId (per weather condition)
LightParams.dbc (profile mapping)
  ↓ skyboxId
LightSkybox.dbc (model paths)
  ↓ M2 model name
Environments\Stars\*.m2 (actual sky dome models)

Skybox Loading Flow:

  1. Query lightParamsId from active light volume(s)
  2. Look up skyboxId in LightParams.dbc
  3. Load M2 model path from LightSkybox.dbc
  4. Load/cache M2 skybox model
  5. Query model materials → set skyboxHasStars = true if star textures found
  6. Render skybox, disable procedural stars

Skybox Transition Blending

Problem: Hard swaps between skyboxes at zone boundaries look bad

Solution: Blend skyboxes using same volume weighting as lighting:

// In SkySystem::render()
if (activeVolumes.size() >= 2) {
    // Render primary skybox
    skybox1->render(camera, alpha = volumes[0].weight);

    // Blend in secondary skybox
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);  // Additive blending
    skybox2->render(camera, alpha = volumes[1].weight);
    glDisable(GL_BLEND);
}

Result: Smooth crossfade between zone skies, no popping

SkyProfile Configuration

Per-map/continent settings:

std::map<uint32_t, SkyProfile> skyProfiles = {
    // Azeroth (Eastern Kingdoms)
    {0, {
        .skyboxModelId = 123,
        .celestialTilt = 0.0f,           // No tilt, standard orientation
        .skyYawOffset = 0.0f,
        .skyRotationRate = 0.00001f,     // Very slow drift
        .dualMoons = true                // White Lady + Blue Child
    }},

    // Kalimdor
    {1, {
        .skyboxModelId = 124,
        .celestialTilt = 0.0f,
        .skyYawOffset = 0.0f,
        .skyRotationRate = 0.00001f,
        .dualMoons = true
    }},

    // Outland (Burning Crusade)
    {530, {
        .skyboxModelId = 456,
        .celestialTilt = 15.0f,          // Tilted, alien feel
        .skyYawOffset = 45.0f,           // Rotated alignment
        .skyRotationRate = 0.00005f,     // Faster, "weird" drift
        .dualMoons = false               // Different celestial setup
    }},

    // Northrend (Wrath of the Lich King)
    {571, {
        .skyboxModelId = 789,
        .celestialTilt = 0.0f,
        .skyYawOffset = 0.0f,
        .skyRotationRate = 0.00002f,     // Subtle aurora-like drift
        .dualMoons = true
    }}
};

Implementation Checklist

Completed

  • SkySystem coordinator class
  • Skybox camera-locked rendering (translation ignored)
  • Procedural stars gated by skyboxHasStars flag
  • Two moons (White Lady + Blue Child) with independent phases
  • Deterministic moon phases from server gameTime
  • Sun positioning from lighting directionalDir
  • Star occlusion by cloud/fog density
  • SkyParams interface for lighting integration

🚧 Future Enhancements

  • Load M2 skybox models (parse LightSkybox.dbc)
  • Query M2 materials to detect baked stars
  • Skybox transition blending (weighted crossfade)
  • SkyProfile per map/continent
  • Time-based sky rotation (optional drift)
  • Moon position from shared sky arc system (not fixed offsets)
  • Support for zone-specific celestial setups (Outland, etc.)

Code References

Key Files:

  • include/rendering/sky_system.hpp - Coordinator, SkyParams struct
  • src/rendering/sky_system.cpp - Render pipeline, star gating logic
  • include/rendering/celestial.hpp - Sun + dual moon system
  • src/rendering/celestial.cpp - Moon phase calculations, rendering
  • include/rendering/starfield.hpp - Procedural star fallback
  • src/rendering/starfield.cpp - Star intensity + occlusion
  • include/rendering/skybox.hpp - Camera-locked sky dome
  • src/rendering/skybox.cpp - Sky dome vertex shader

Integration Points:

  • src/rendering/renderer.cpp - Populates SkyParams from LightingManager
  • include/rendering/lighting_manager.hpp - Provides directionalDir, colors, fog/cloud

References