feat(sky): pack-gated procedural night sky replacing the stretched DAT star layer; register IA-26

User-directed enhancement ('I want the night sky to look very good'):
retail's star layer is one small texture stretched over a 10-poly dome
cap, so stars smear regardless of source-image quality. With the
Atmospheric render pack active, sky.frag now renders the star layer
(GfxObj 0x010015EF, identical in all 20 Dereth day groups) as a fully
procedural sky computed from the view direction: hash-derived stars on
a cube-face grid in three density tiers plus sparse diffraction-spiked
standouts, sized in SCREEN pixels via derivatives so they stay crisp at
any resolution and FOV, over the user-approved 0.4-1.3% cool mottle
(gen_starfield2.py seed 11, approved 2026-08-23). The draw is forced
additive; the day/night fade rides the star layer's existing retail
lighting product so the schedule matches the authored keyframes. Pack
inactive = retail look byte-untouched.

EnhancedNightSkyRuleTests pins the uParamA gate, the exact star-layer
id, the forced-additive draw, and the pack-runtime wiring; sky shader
SPIR-V recompiled and re-pinned. Hermetic App suite green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-23 17:55:20 +02:00
parent 6d8f165d38
commit 508cefdeb1
11 changed files with 302 additions and 11 deletions

View file

@ -37,10 +37,11 @@ accepted-divergence entries (#96, #49, #50).
---
## 1. Intentional architecture (IA) — 22 active rows (IA-25 filed 2026-08-22 for Campaign VM VM6's opt-in weather-driven foliage wind — a render-only vertex displacement keyed by the DAT-classified `WeatherKind`, not the raw day-group index, with no authored retail wind direction to read; IA-24 filed 2026-08-22 for Campaign AR's opt-in real-time sun/moon directional shadows; IA-23 filed 2026-08-17 at the night-round review fix round (F8) — the House tab's not-yet-expired purchase-restriction line renders .NET's culture-default `DateTime.ToString()` where retail renders the C runtime's `strftime("%c", localtime(...))`, a different formatting engine producing a different-shaped (but equivalent-intent) date string; IA-22 filed 2026-08-13 — the #391 user-directed modern-only curated resolution list + desktop-mode default, replacing retail's full adapter enumeration + authored 800x600 default)
## 1. Intentional architecture (IA) — 23 active rows (IA-26 filed 2026-08-23 — the pack-gated procedural night sky replacing the stretched DAT star layer; IA-25 filed 2026-08-22 for Campaign VM VM6's opt-in weather-driven foliage wind — a render-only vertex displacement keyed by the DAT-classified `WeatherKind`, not the raw day-group index, with no authored retail wind direction to read; IA-24 filed 2026-08-22 for Campaign AR's opt-in real-time sun/moon directional shadows; IA-23 filed 2026-08-17 at the night-round review fix round (F8) — the House tab's not-yet-expired purchase-restriction line renders .NET's culture-default `DateTime.ToString()` where retail renders the C runtime's `strftime("%c", localtime(...))`, a different formatting engine producing a different-shaped (but equivalent-intent) date string; IA-22 filed 2026-08-13 — the #391 user-directed modern-only curated resolution list + desktop-mode default, replacing retail's full adapter enumeration + authored 800x600 default)
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| IA-26 | **Filed 2026-08-23, user-directed ("I want the night sky to look very good").** When the Atmospheric render pack is the active runtime, the DAT star layer (GfxObj `0x010015EF`, identical across all 20 Dereth day groups — a small texture stretched over a 10-poly dome cap) renders instead as `sky.frag`'s fully procedural night sky: hash-derived stars on a cube-face grid in three density tiers plus sparse diffraction-spiked standouts, sized in SCREEN pixels via derivatives (crisp at any resolution/FOV — the stretched-texture flaw this exists to remove), over a 0.41.3% cool background mottle. The art direction is the user-approved 2026-08-23 generator recipe. The draw is forced onto the additive pipeline; the day/night fade derives from the star layer's own retail lighting product so timing matches the authored keyframes. Retail default (pack inactive) is byte-untouched. | `src/AcDream.App/Rendering/Shaders/sky.frag` (the `uParamA` branch); `src/AcDream.App/Rendering/Sky/SkyRenderer.cs` / `.Rhi.cs`; `src/AcDream.App/Composition/FrameRootComposition.cs` | Pack-gated opt-in like IA-24/IA-25; `EnhancedNightSkyRuleTests` pins the gate, the exact star-layer id, the forced-additive draw, and the pack-runtime wiring. | A future region whose star layer uses a different GfxObj id keeps its retail stars even with the pack active (the swap simply never fires); anyone comparing acdream-with-pack to retail at night will see a deliberately different (denser, crisper) starfield. | `EnhancedNightSkyRuleTests`; user gate 2026-08-23; gen_starfield2.py (scratchpad, seed 11) |
| IA-1 | Contact-plane pre-seed on grounded movers (**#96 ACCEPTED** per ISSUES.md) — retail's `CTransition::init` clears `contact_plane_valid`; we seed from the body's previous-frame plane | `src/AcDream.Core/Physics/PhysicsEngine.cs:919` | Removing it broke last-step stair `step_up` (`892019b`, reverted); seed propagates the body's *real current* plane, behavior matched retail in the A6.P3 gates | A stale pre-seeded plane lets `AdjustOffset` project sub-step 1 onto a plane retail wouldn't have yet — wrong slope motion / step-up acceptance right after leaving a surface | `CTransition::init`, pc:272547 family |
| IA-2 | Lateral self-heal beyond retail's keep-curr: when no candidate contains the sphere, try `FindVisibleChildCell` over the claim's stab-list before keeping the claim | `src/AcDream.Core/Physics/CellTransit.cs:912` | Reuses the recovery retail's own `AdjustPosition` performs (:280028 stab-list mode), applied at the `find_cell_list` site to heal near-miss claims without a doorway crossing | In containment-gap geometry, membership flips to a neighbouring room where retail keeps curr — wrong render root / collision cell at gap positions | `find_cell_list` keep-curr pc:308788-308825; `find_visible_child_cell` :311444 |
| IA-3 | **NARROWED 2026-07-17 — `get_state_velocity` may prefer a nonzero dat cycle velocity (`MotionData.Velocity × speedMod`) over the decompiled constant.** Production grounded player/remote translation no longer consumes this value; both use the literal CSequence root Frame. The accessor remains observable for jump launch and headless/test fallbacks | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`get_state_velocity`); grounded owners in `PlayerMovementController` / `RemotePhysicsUpdater` | Installed Humanoid Walk/Run MotionData velocity is zero, so the retail constants remain the jump/fallback result. A nonzero exotic/modded cycle may override them, preserving the earlier adapter contract without affecting ordinary grounded motion | Jump horizontal speed for an exotic MotionTable with nonzero authored velocity can differ from the retail binary's constants | `CMotionInterp::get_state_velocity` 0x00527D50; `CPhysicsObj::UpdatePositionInternal` 0x00512C30 |

View file

@ -320,6 +320,20 @@ internal sealed class FrameRootCompositionPhase
renderPackDiagnostics.BindOwned(renderPackController));
}
atmosphericInputs = new AcDream.App.Rendering.Packs.AtmosphericFrameInputState();
// Enhanced night sky (register IA-26, user-directed 2026-08-23):
// while the Atmospheric pack is the active runtime, SkyRenderer
// swaps the DAT star layer for sky.frag's procedural
// view-direction starfield. Same-composition lifetimes on both
// sides, and the delegate re-reads ActiveRuntime per draw, so a
// pack activate/deactivate flips the sky the same frame.
if (live.SkyRenderer is { } skyForNightSky)
{
var nightSkyController = renderPackController;
skyForNightSky.EnhancedNightSkyActive = () =>
nightSkyController.ActiveRuntime?.Descriptor.Id
== AcDream.App.Rendering.Packs.BuiltInAtmosphericRenderPack.Id;
}
}
var renderWeatherFrame = new RenderWeatherFrameController(

View file

@ -4,8 +4,15 @@
in vec2 vTex;
in vec3 vTint;
in float vFogFactor; // 1 = no fog, 0 = full fog color
in vec3 vDir; // model-space view direction (enhanced night sky)
out vec4 fragColor;
// Enhanced night sky (render-pack-gated, register IA-26): uParamA > 0.5 marks
// the star-layer draw as the procedural night sky; uParamB carries its seed.
// Push-constant-backed like uTextureIndexA (see VulkanGlslPreamble.cs).
uniform float uParamA;
uniform float uParamB;
// Campaign V slice V6e: the sky's texture is now read through the shared table
// (ACDREAM_SAMPLE_2D, injected by tools/ShaderCompiler/VulkanGlslPreamble.cs)
// rather than a `uniform sampler2D` bound to texture unit 0. Vulkan has no
@ -52,7 +59,138 @@ layout(std140, ACDREAM_UBO_SET binding = 1) uniform SceneLighting {
vec4 uCameraAndTime;
};
// ============================== enhanced night sky ==========================
// User-directed enhancement (register IA-26): when the Atmospheric render pack
// is active, the DAT star layer (GfxObj 0x010015EF - a small texture stretched
// over a 10-poly dome cap) is replaced by a fully procedural sky computed from
// the VIEW DIRECTION. Stars are hash-derived on a cube-face grid, sized in
// SCREEN pixels via fwidth, so they stay pixel-crisp at any resolution, FOV,
// and view angle - the "stretched image" flaw this exists to remove. The art
// direction (density tiers, colour distribution, spiked standouts, faint cool
// mottle) is the user-approved 2026-08-23 generator recipe
// (scratchpad gen_starfield2.py); the retail default look is untouched.
uint nsPcg(uint v)
{
v = v * 747796405u + 2891336453u;
v = ((v >> ((v >> 28u) + 4u)) ^ v) * 277803737u;
return (v >> 22u) ^ v;
}
float nsRand(uint s) { return float(s) * (1.0 / 4294967296.0); }
vec3 nsTint(float r)
{
if (r < 0.04) return vec3(1.00, 0.55, 0.35); // orange-red
if (r < 0.12) return vec3(1.00, 0.80, 0.60); // warm
if (r < 0.62) return vec3(1.00, 0.97, 0.93); // near-white
if (r < 0.88) return vec3(0.90, 0.95, 1.00); // blue-white
return vec3(0.70, 0.82, 1.00); // hot blue
}
float nsVnoise(vec3 p, uint seed)
{
vec3 i = floor(p);
vec3 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float acc = 0.0;
for (int c = 0; c < 8; ++c)
{
vec3 o = vec3(float(c & 1), float((c >> 1) & 1), float((c >> 2) & 1));
vec3 q = i + o;
uint h = nsPcg(seed
^ nsPcg(uint(int(q.x) + 512)
^ nsPcg(uint(int(q.y) + 512)
^ uint(int(q.z) + 512))));
vec3 w = mix(1.0 - f, f, o);
acc += nsRand(h) * w.x * w.y * w.z;
}
return acc;
}
vec3 nsStars(vec2 fuv, uint faceSeed, float cells, float density,
float bMin, float bMax, float sizePx, bool spikes)
{
vec2 g = fuv * cells;
vec2 cellF = floor(g);
// Screen pixels per cell-space unit: the crispness anchor.
float pxPerCell = 1.0 / max(length(fwidth(g)), 1e-6);
vec3 acc = vec3(0.0);
for (int dy = -1; dy <= 1; ++dy)
for (int dx = -1; dx <= 1; ++dx)
{
vec2 c = cellF + vec2(float(dx), float(dy));
uint h = nsPcg(faceSeed
^ nsPcg(uint(int(c.x) + 512)
^ nsPcg(uint(int(c.y) + 512)
^ uint(cells))));
if (nsRand(h) > density) continue;
uint h2 = nsPcg(h);
uint h3 = nsPcg(h2);
uint h4 = nsPcg(h3);
uint h5 = nsPcg(h4);
vec2 pos = c + vec2(nsRand(h2), nsRand(h3));
float t = nsRand(h4);
float b = mix(bMin, bMax, t * t * t);
vec3 tint = nsTint(nsRand(h5));
vec2 dPx = (g - pos) * pxPerCell;
float d2 = dot(dPx, dPx);
float star = exp(-d2 / (2.0 * sizePx * sizePx));
if (spikes)
{
// Axis-aligned diffraction cross + soft halo for the standouts.
float dist = sqrt(d2) + 1e-4;
float fall = exp(-dist / (14.0 * sizePx));
float arm = exp(-dPx.y * dPx.y * 0.8) + exp(-dPx.x * dPx.x * 0.8);
star += 0.35 * fall * arm;
star += 0.10 * exp(-d2 / (18.0 * sizePx * sizePx));
}
acc += b * tint * star;
}
return acc;
}
vec3 nightSky(vec3 dir, uint seed)
{
// Cube-face parameterisation: uniform angular density, no pole pinch.
// Face-edge star continuity is not exact (adjacent faces hash their own
// grids); the sub-pixel population makes any seam visually negligible.
vec3 ad = abs(dir);
uint face; vec2 fuv; float ma;
if (ad.z >= ad.x && ad.z >= ad.y) { face = dir.z > 0.0 ? 4u : 5u; ma = ad.z; fuv = dir.xy; }
else if (ad.x >= ad.y) { face = dir.x > 0.0 ? 0u : 1u; ma = ad.x; fuv = dir.yz; }
else { face = dir.y > 0.0 ? 2u : 3u; ma = ad.y; fuv = dir.xz; }
fuv = fuv / ma * 0.5 + 0.5;
uint fs = nsPcg(seed ^ (face * 0x9E3779B9u));
// Faint cool background mottle (0.4%..1.3% - the user-approved level).
float n = 0.55 * nsVnoise(dir * 3.0, seed ^ 0x9E3779B9u)
+ 0.30 * nsVnoise(dir * 7.0, seed ^ 0x85EBCA6Bu)
+ 0.15 * nsVnoise(dir * 15.0, seed ^ 0xC2B2AE35u);
vec3 rgb = (0.004 + 0.009 * n) * vec3(0.85, 0.92, 1.10);
// The star carpet: three density tiers plus sparse spiked standouts.
rgb += nsStars(fuv, fs, 160.0, 0.90, 0.05, 0.35, 0.55, false);
rgb += nsStars(fuv, fs, 64.0, 0.50, 0.20, 0.70, 0.75, false);
rgb += nsStars(fuv, fs, 24.0, 0.35, 0.50, 1.40, 1.05, false);
rgb += nsStars(fuv, fs, 6.0, 0.10, 2.00, 4.00, 1.80, true);
return rgb;
}
// ============================================================================
void main() {
if (uParamA > 0.5) {
// The star layer's own retail lighting product (Emissive 0 ->
// ambient + diffuse) is the day/night signal: ~0.1 at deep night,
// ~1.0 at noon. Stars at full strength only under a dark sky.
float dayL = dot(vTint, vec3(0.299, 0.587, 0.114));
float night = 1.0 - smoothstep(0.18, 0.45, dayL);
vec3 sky = nightSky(normalize(vDir), uint(uParamB));
// Additive pipeline (forced for this draw): rgb adds over the dome.
fragColor = vec4(sky * night, 1.0);
return;
}
vec4 sampled = ACDREAM_SAMPLE_2D(uTextureIndexA, vTex);
vec3 rgb = sampled.rgb * vTint;

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@ -115,9 +115,14 @@ out gl_PerVertex {
out vec2 vTex;
out vec3 vTint;
out float vFogFactor; // 1 = no fog (close), 0 = full fog (far)
// Model-space position of the (camera-centred) sky vertex — normalised in the
// fragment stage it is the view DIRECTION. Only the enhanced night-sky branch
// reads it (see sky.frag's uParamA gate).
out vec3 vDir;
void main() {
vTex = aTex + uUvScroll;
vDir = aPos;
gl_Position = uSkyProjection * uSkyView * uModel * vec4(aPos, 1.0);
// uModel for sky is pure rotation (Z then Y) — orthonormal, so

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@ -311,12 +311,12 @@
"stages": [
{
"stage": "vert",
"sourceSha256": "a89580f54c8d36b33d50b84b9fb61024861c737bb0b5bd7a4df0704bf010c3c3",
"sourceSha256": "9102b156bd4fd667831353640b2feee2ddde66e88579a4e425566c9b67304b64",
"compiled": true
},
{
"stage": "frag",
"sourceSha256": "b1f3b924af2040c909337c02461ed6795b5320fb04b5bb371ce1546feead567c",
"sourceSha256": "bf5bc353959636b1c80a9f72dc918cffdd33fb6b7b655149de40422030b4f51a",
"compiled": true
}
]

View file

@ -209,7 +209,7 @@ public sealed unsafe partial class SkyRenderer
/// those binds are what select the descriptor scope the sections must land in
/// (plan §5.5.14 item 2).</para>
/// </summary>
private void DrawSubMeshRhi(SubMeshGpu sub, uint textureSlot)
private void DrawSubMeshRhi(SubMeshGpu sub, uint textureSlot, bool nightSky = false)
{
if (sub.IndexCount == 0 || sub.VertexBuffer is null || sub.IndexBuffer is null)
return;
@ -220,12 +220,16 @@ public sealed unsafe partial class SkyRenderer
?? throw new InvalidOperationException(
"SkyRenderer requires an open IGpuFrame (see GpuDeviceFrameLifetime).");
encoder.BindPipeline(sub.IsAdditive ? _additivePipeline! : _alphaPipeline!);
// The enhanced night sky ADDS starlight over the dome, so its draw
// rides the additive pipeline even though the authored star surface
// is alpha-blended (register IA-26).
encoder.BindPipeline(nightSky || sub.IsAdditive ? _additivePipeline! : _alphaPipeline!);
var pushConstants = new GpuPushConstants
{
// uViewProjection is unread by sky.vert — the sky carries its own
// camera-anchored view and dome projection in SkyParams — so the
// block's only live member here is the texture slot.
// live members here are the texture slot and the night-sky
// ParamA/ParamB pair (sky.frag's uParamA gate + seed).
ViewProjection = System.Numerics.Matrix4x4.Identity,
DrawIdOffset = 0,
LightingMode = 0,
@ -233,8 +237,8 @@ public sealed unsafe partial class SkyRenderer
LightDebug = 0,
TextureIndexA = textureSlot,
TextureIndexB = 0,
ParamA = 0f,
ParamB = 0f,
ParamA = nightSky ? 1f : 0f,
ParamB = NightSkySeed,
};
encoder.SetPushConstants(in pushConstants);
encoder.BindVertexBuffer(0, sub.VertexBuffer, 0);

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@ -89,6 +89,27 @@ public sealed partial class SkyRenderer : IDisposable
public float Near { get; set; } = 0.1f;
public float Far { get; set; } = 1_000_000f;
/// <summary>
/// Dereth's star layer — the one sky GfxObj (verified identical across
/// all 20 day groups) whose draw the enhanced night sky replaces.
/// </summary>
private const uint StarLayerGfxObjId = 0x010015EFu;
/// <summary>
/// User-directed enhancement gate (register IA-26): when this returns
/// true, the star layer renders as sky.frag's procedural night sky
/// (view-direction stars, pixel-crisp at any resolution) instead of the
/// authored stretched texture. Wired by composition to "the Atmospheric
/// render pack is active"; null/false keeps the retail look. Evaluated
/// per draw — never capture a stale pre-session snapshot
/// (claude-memory/feedback_resolve_deferred_funcs_per_call.md).
/// </summary>
internal Func<bool>? EnhancedNightSkyActive { get; set; }
/// <summary>Deterministic seed for the procedural sky's hash grids —
/// the approved-look generator's seed (gen_starfield2.py, 2026-08-23).</summary>
private const float NightSkySeed = 11f;
/// <summary>
/// Draw all NON-WEATHER sky objects (dome, sun, moon, stars, clouds —
/// every <c>SkyObject</c> with <c>Properties &amp; 0x04 == 0</c>).
@ -426,7 +447,9 @@ public sealed partial class SkyRenderer : IDisposable
|| obj.TexVelocityX != 0f
|| obj.TexVelocityY != 0f;
uint slot = TextureTableSlot(sub.SurfaceId, needsRepeat);
DrawSubMeshRhi(sub, slot);
bool nightSky = gfxObjId == StarLayerGfxObjId
&& (EnhancedNightSkyActive?.Invoke() ?? false);
DrawSubMeshRhi(sub, slot, nightSky);
}
}
}

View file

@ -52,8 +52,8 @@ public sealed class VulkanShaderManifestTests
// override, retail's GameSky::Draw @0x00506FF0 rule (see
// SkyFogRuleTests). A deliberate default-path change, reviewed
// with the world-fog-range fix in the same commit.
["sky.frag.spv"] = "b3b544829f2dd85be04b6b16d78a0490e1fe7884590cb541b95756b7d7511620",
["sky.vert.spv"] = "77176cf33c761ee4e9730357895c941dbf5949d8e0d28e0bb0dcde87f4d30288",
["sky.frag.spv"] = "8105984072fc1b9075b5efdffd75d959c4087710d354d50a0e00ee0500462ca7",
["sky.vert.spv"] = "3b51945fa4ff1be1604144df92866bdd47aade22f9dd90267591ef36adb28cde",
["terrain_modern.frag.spv"] = "7b3cdb01b837ed77ee20559a81c1ce5c9d5395300efcc072560ab0be3c5a1af9",
["terrain_modern.vert.spv"] = "9f4cb221ea6aed94a8d23af6cb8e3f3ed96c3cce6e50d135a72d3b55667b1557",
["ui_text.frag.spv"] = "37a281bf80441cb425eaa3ad8e0b3a43cfa21b74b60973ed4201718b9dc102df",

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@ -0,0 +1,106 @@
using System;
using System.IO;
using Xunit;
namespace AcDream.App.Tests.Rendering.Sky;
/// <summary>
/// Source guards for the enhanced night sky (register IA-26, user-directed
/// 2026-08-23): a render-pack-gated replacement of the DAT star layer
/// (GfxObj 0x010015EF) with sky.frag's procedural view-direction starfield.
/// The retail look must stay the default: everything here is inert unless the
/// Atmospheric pack is the active runtime. The shader itself needs a GPU, so
/// these pin the wiring the way SkyFogRuleTests pins the fog rules.
/// </summary>
public sealed class EnhancedNightSkyRuleTests
{
[Fact]
public void SkyFragmentShaderGatesTheProceduralSkyOnParamA()
{
string frag = File.ReadAllText(Path.Combine(ShaderRoot(), "sky.frag"));
string code = StripLineComments(frag);
Assert.Contains("if (uParamA > 0.5)", code, StringComparison.Ordinal);
Assert.Contains("nightSky(normalize(vDir), uint(uParamB))", code, StringComparison.Ordinal);
// Screen-pixel star sizing is the reason this exists — the stretched
// texture flaw must not creep back in via a fixed-size grid.
Assert.Contains("fwidth(g)", code, StringComparison.Ordinal);
}
[Fact]
public void SkyRendererSwapsExactlyTheStarLayerAndOnlyUnderTheProvider()
{
string source = File.ReadAllText(Path.Combine(
RepositoryRoot(), "src", "AcDream.App", "Rendering", "Sky", "SkyRenderer.cs"));
string code = StripLineComments(source);
Assert.Contains(
"private const uint StarLayerGfxObjId = 0x010015EFu;",
code,
StringComparison.Ordinal);
Assert.Contains(
"bool nightSky = gfxObjId == StarLayerGfxObjId",
code,
StringComparison.Ordinal);
Assert.Contains(
"(EnhancedNightSkyActive?.Invoke() ?? false)",
code,
StringComparison.Ordinal);
}
[Fact]
public void NightSkyDrawForcesTheAdditivePipeline()
{
string source = File.ReadAllText(Path.Combine(
RepositoryRoot(), "src", "AcDream.App", "Rendering", "Sky", "SkyRenderer.Rhi.cs"));
string code = StripLineComments(source);
Assert.Contains(
"nightSky || sub.IsAdditive ? _additivePipeline! : _alphaPipeline!",
code,
StringComparison.Ordinal);
Assert.Contains("ParamA = nightSky ? 1f : 0f,", code, StringComparison.Ordinal);
}
[Fact]
public void CompositionGatesTheNightSkyOnTheAtmosphericPackRuntime()
{
string source = File.ReadAllText(Path.Combine(
RepositoryRoot(), "src", "AcDream.App", "Composition", "FrameRootComposition.cs"));
string code = StripLineComments(source);
Assert.Contains("EnhancedNightSkyActive = () =>", code, StringComparison.Ordinal);
Assert.Contains(
"nightSkyController.ActiveRuntime?.Descriptor.Id",
code,
StringComparison.Ordinal);
Assert.Contains(
"BuiltInAtmosphericRenderPack.Id",
code,
StringComparison.Ordinal);
}
private static string StripLineComments(string source)
{
var lines = source.Split('\n');
for (int i = 0; i < lines.Length; i++)
{
int idx = lines[i].IndexOf("//", StringComparison.Ordinal);
if (idx >= 0)
lines[i] = lines[i][..idx];
}
return string.Join('\n', lines);
}
private static string ShaderRoot() =>
Path.Combine(RepositoryRoot(), "src", "AcDream.App", "Rendering", "Shaders");
private static string RepositoryRoot()
{
var directory = new DirectoryInfo(AppContext.BaseDirectory);
while (directory is not null && !File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
directory = directory.Parent;
return directory?.FullName
?? throw new InvalidOperationException("Could not locate repository root.");
}
}