fix(render): foliage wind keys on the DAT-classified WeatherKind, not the day-group index (Campaign VM VM6)

FoliageWindByDayGroup / FoliageWindDayGroupPoint(int ActiveDayGroup, ...)
becomes FoliageWindByWeather / FoliageWindWeatherPoint(string WeatherKind,
...) in AtmospherePolicyDeclaration (Plugin.Abstractions is BCL-only, so
the key is the exact member name of AcDream.Core.World.WeatherKind rather
than the enum itself). The raw activeDayGroup index carries no weather
meaning by itself; WeatherState.cs already classifies each day group's
authored DAT name into one of five real weather kinds, and that fact was
already threaded through AtmosphericFrameInputs.Weather / uAtmosphereWeather.x
— this reuses it instead of guessing an index-to-category mapping.

Built-in table (BuiltInAtmosphericRenderPack.AtmospherePolicy()): Clear
0.25/0.15, Overcast 0.60/0.35, Rain 0.85/0.60, Snow 0.35/0.20, Storm
1.00/0.75 — all five WeatherKind members declared, the invented "Cloudy"
row dropped. RenderPackAtmospherePolicyEvaluation.FoliageWind now takes a
WeatherKind and matches by weather.ToString() (ordinal) against each
declared point's name; a kind absent from the table falls back to the
declared Clear row, then to (0,0) if Clear itself is undeclared. The
delta-seconds EMA interpolation (EaseTowardTarget) is unchanged.
AtmosphericPostProcessGraph.ResolveFoliageWind and its two callers
(RenderPostProcess via inputs.Weather; RenderDirectionalShadows via
foundation.Atmosphere.Kind) now pass WeatherKind instead of the day-group
int.

RenderPackValidation.ValidateAtmosphere (runs for every pack declaring an
AtmospherePolicy, not gated to Tier2/shadow packs) now rejects an unknown
or non-exact-case weather-kind name and a repeated kind, mirroring the
existing ActiveDayGroupMultiplier duplicate-key check.

Tests: RenderPackAtmospherePolicyEvaluationTests rewritten for the
kind-keyed API (all five kinds resolve to their declared row, an unlisted
kind falls back to Clear, ordinal exact-case matching, null-table
handling); RenderPackSpirvValidatorTests gains four descriptor-validation
cases (unknown name, wrong case, duplicate kind, the five-kind table
accepted); AtmosphericPostProcessGraphTests' three foliage-wind cases now
select WeatherKind.Storm via `with` instead of an assumed day-group index.

Spot-check (per the coordinator's ask, not changed here): yes —
ActiveDayGroupMultiplier / EvaluateDayGroupPolicy (pre-existing, Campaign
AR/VM3-era — BuiltInAtmosphericRenderPack.AtmospherePolicy()'s three rows
`new ActiveDayGroupMultiplier(0, 1.0), (1, 0.35), (2, 0.20)`) key the
sun-ray/shadow/volumetric day-group strength multiplier by the same raw
activeDayGroup index with an undocumented assumed meaning (0=brightest ...
2=dimmest), the identical class of issue this commit fixes for foliage
wind. Left unchanged per instruction; flagging for the coordinator to file.

Full solution Debug and Release builds green. App hermetic filter
6024/6026 — the same 2 pre-existing failures as VM6a/VM6b. Both were
re-run in isolation per the verification ask: both still fail alone (not
a load-flake in this environment) — confirmed via git stash earlier this
session that both already fail on the unmodified pre-VM6 baseline, so
they are pre-existing and unrelated to this change. Core.Tests hermetic
4697/4697. RenderPackValidator.Tests 30/30. No shader/spv changes in this
commit (pure C#/docs fix).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-23 01:07:54 +02:00
parent 39e8408c7d
commit 6cc5e183b9
10 changed files with 325 additions and 106 deletions

View file

@ -37,7 +37,7 @@ 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 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) — 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)
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
@ -62,7 +62,7 @@ accepted-divergence entries (#96, #49, #50).
| IA-22 | **Filed 2026-08-13 (#391, user-directed: "we should only support modern resolutions. Not any old format").** The Config Resolution dropdown offers a CURATED list — the monitor's real mode enumeration filtered to modern widescreen families (16:9/16:10/21:9/32:9, ≥1280 wide, fitting the desktop; `DisplayModeCatalog.Curate`) — and its Defaults value is the desktop's own mode. Retail offered the adapter's complete enumeration including 4:3 legacy modes and authored `800x600` as the row default (`gmConfigUI::InitOptions SetDefaultValue(0x03200258)`; `gmClient::Init @0x004047af` `Device::ForceDisplayResolution(1, 0x320, 0x258)`). | `src/AcDream.App/Rendering/DisplayModeCatalog.cs`; `src/AcDream.App/UI/Layout/ConfigOptionsPageController.cs` (Resolution row); fixture fallback `src/AcDream.UI.Abstractions/Panels/Settings/DisplaySettings.cs` (`AvailableResolutions`, 800x600 removed) | Explicit product direction. **Amended 2026-08-16 (#407, Campaign CC gate round 1):** the dropdown now offers `DisplayModeCatalog.WindowedResolutions` — the curated hardware modes UNIONed with the static modern-ladder sizes that fit the desktop — because a WINDOWED pick is a plain Size write needing no video mode, and remote/RDP virtual displays advertise almost no modes (the live RDP display exposed only 1920x1080 + the 2056x1290 desktop, starving the dropdown). The original "an offered mode is supported by construction" invariant now holds for the FULLSCREEN half only: the fullscreen apply still validates against the hardware `Resolutions` list plus `GlfwDisplayModeSwitcher`'s monitor-mode-list hard guard, so a fullscreen pick of a windowed-only entry refuses safely (log-and-stay, #388; the #392 apply-result seam is that family's open follow-up) — "Graphics mode not supported" crashes remain unreachable from the dropdown. | A user wanting a genuine legacy 4:3 mode cannot pick it; retail-parity comparisons of the Config tab's list/default will show the deviation. | decomp sites in the Divergence column; ISSUES #391 |
| IA-23 | **Filed 2026-08-17 at the night-round review fix round (F8).** `gmHouseUI::DisplayPurchaseTimeText @0x004a3110`'s not-yet-expired branch renders `"You may buy another landscape house at " + strftime("%c", localtime(timestamp + 0x278d00)) + ". This restriction does not apply to apartments."` — byte-decoded from raw pushed literals at `@0x004a3265`/`@0x004a321d`/`@0x004a3235` (all three text pieces confirmed; a prior filing had wrongly called this "unrecoverable"). This port renders the SAME three pieces, in the same order, with the same expiry-timestamp math, but formats the middle date/time piece with .NET's culture-default `DateTime.ToString()` (no explicit format string) rather than the C runtime's `strftime("%c", ...)` — the two engines do not share a format table, so the RENDERED SHAPE of the date/time differs (e.g. .NET's short numeric date+time vs the CRT's `Ddd Mon DD HH:MM:SS YYYY`-style locale string) even though both express "the process's own locale's full date+time" and use the SAME underlying instant (local time, matching retail's `localtime()`). | `src/AcDream.Runtime/Gameplay/RuntimeHouseState.cs` (`Recompute`'s not-expired branch) | Both are "whatever the process locale says" full date+time strings; no game-logic reads or parses this text back, it is pure chat-scroll presentation, so a differently-shaped (but equally legible) date string carries no functional risk | A retail-side-by-side visual comparison will show a differently formatted date/time (not a byte-identical `strftime("%c")` reproduction) — cosmetic only | `gmHouseUI::DisplayPurchaseTimeText @0x004a3110`; `strftime`/`localtime` CRT calls at `@0x004a322c`/`@0x004a3216` |
| IA-24 | **Filed 2026-08-22, Campaign AR.** An explicitly selected atmospheric render pack adds cascaded real-time directional shadows from terrain, trees, buildings, players, monsters, and other retained outdoor casters. The one shadow direction follows the visible authored sun, then the dominant haloed moon (`0x01001F6A`), then the secondary moon (`0x01001F67`); a moon supplies direction only while colour/energy remains retail's single interpolated `SkyTimeOfDay.DirColor × DirBright` channel. Retail renders none of these real-time object-shadow maps and does not expose a second moon light. | `src/AcDream.App/Rendering/Packs/AuthoredCelestialShadowSource.cs`; `src/AcDream.App/Rendering/DirectionalSunShadowRenderer.cs`; pack-only receiver shaders; evidence `docs/research/2026-08-22-dereth-celestial-shadow-sources.md` | This is the user-requested headline graphics enhancement and is strictly opt-in. The retail path remains the default and authoritative fallback; pack-off does not build/select shadow work or change `SceneLighting`. One selected source reuses one cascade array, so moon support does not multiply shadow resources. | Pack-on output intentionally differs from retail. A wrong celestial identity/transform or stale source transition would visibly misalign shadows from the sky; pack-off output changing would violate the campaign's primary safety contract. | `SkyDesc::GetLighting @0x00500A80`; `GameSky::UseTime @0x005075B0`; installed Region `0x13000000`; cited research note |
| IA-25 | **Filed 2026-08-22, Campaign VM VM6.** An explicitly selected atmospheric render pack sways procedural-scenery foliage (trees/bushes — entity ids in the `0x8XXYYIII` `ProceduralSceneryIdAllocator` namespace) in `mesh_atmospheric.vert` and the four `directional_shadow_world_*` caster vertex shaders, driven by a weather-table lean/branch/flutter vertex displacement (`foliage_wind.glsl`, `FoliageWindModel` CPU mirror) whose mean/gust strength is looked up per active day group and eases toward its target over `WeatherSystem.TransitionSeconds` (10 s) so a weather change never snaps. Retail's fixed-function renderer applies no per-vertex wind displacement to any scenery mesh — Dereth's trees are static geometry. Wind direction (`wind-direction-degrees`, default 225°) is a plain pack default: there is no authored retail wind direction to read (no wind data exists in retail at all). Render-only: `WorldPicker` picks the undisplaced mesh, so a swaying leaf can be up to `lean + branch` metres from its pick volume at the moment of a click; foliage subsets are cosmetic scenery, not interactable in retail either. | `src/AcDream.App/Rendering/Shaders/foliage_wind.glsl`; `src/AcDream.App/Rendering/Wb/FoliageWindClassification.cs`; `src/AcDream.App/Rendering/Packs/FoliageWindModel.cs`; `src/AcDream.App/Rendering/Packs/AtmosphericPostProcessGraph.cs` (`ResolveFoliageWind`); `src/AcDream.App/Rendering/Packs/BuiltInAtmosphericRenderPack.cs` (wind settings + `FoliageWindByDayGroup`) | Explicitly opt-in graphics enhancement — the retail path (`mesh_modern`, `terrain_modern`, `mesh_detail`) never reads `BatchData.flags` bits 1/2 and is pixel-identical with the pack off. The classification never touches Runtime/Core physics — the collision BSP is the trunk, and picking against the undisplaced mesh has no gameplay consequence since foliage is not interactable. | Pack-on output intentionally differs from retail (moving foliage where retail has none). A wrong classification bit would sway a non-foliage object or leave a real tree still; a caster/receiver clock or amplitude mismatch would visibly misalign a leaf's shadow from the leaf itself. Pack-off output changing would violate the campaign's primary safety contract. | None — retail applies no vertex wind displacement to any geometry; `ProceduralSceneryIdAllocator` (bit 31 entity-id namespace, existing acdream mechanism, not retail) |
| IA-25 | **Filed 2026-08-22, Campaign VM VM6.** An explicitly selected atmospheric render pack sways procedural-scenery foliage (trees/bushes — entity ids in the `0x8XXYYIII` `ProceduralSceneryIdAllocator` namespace) in `mesh_atmospheric.vert` and the four `directional_shadow_world_*` caster vertex shaders, driven by a weather-table lean/branch/flutter vertex displacement (`foliage_wind.glsl`, `FoliageWindModel` CPU mirror) whose mean/gust strength is looked up per DAT-classified `AcDream.Core.World.WeatherKind` (Clear/Overcast/Rain/Snow/Storm — the same classification `WeatherState.cs` already derives from the active day group's authored name, not the day group's raw index, which carries no weather meaning by itself) and eases toward its target over `WeatherSystem.TransitionSeconds` (10 s) so a weather change never snaps. Retail's fixed-function renderer applies no per-vertex wind displacement to any scenery mesh — Dereth's trees are static geometry. Wind direction (`wind-direction-degrees`, default 225°) is a plain pack default: there is no authored retail wind direction to read (no wind data exists in retail at all). Render-only: `WorldPicker` picks the undisplaced mesh, so a swaying leaf can be up to `lean + branch` metres from its pick volume at the moment of a click; foliage subsets are cosmetic scenery, not interactable in retail either. | `src/AcDream.App/Rendering/Shaders/foliage_wind.glsl`; `src/AcDream.App/Rendering/Wb/FoliageWindClassification.cs`; `src/AcDream.App/Rendering/Packs/FoliageWindModel.cs`; `src/AcDream.App/Rendering/Packs/AtmosphericPostProcessGraph.cs` (`ResolveFoliageWind`); `src/AcDream.App/Rendering/Packs/BuiltInAtmosphericRenderPack.cs` (wind settings + `FoliageWindByWeather`) | Explicitly opt-in graphics enhancement — the retail path (`mesh_modern`, `terrain_modern`, `mesh_detail`) never reads `BatchData.flags` bits 1/2 and is pixel-identical with the pack off. The classification never touches Runtime/Core physics — the collision BSP is the trunk, and picking against the undisplaced mesh has no gameplay consequence since foliage is not interactable. | Pack-on output intentionally differs from retail (moving foliage where retail has none). A wrong classification bit would sway a non-foliage object or leave a real tree still; a caster/receiver clock or amplitude mismatch would visibly misalign a leaf's shadow from the leaf itself. Pack-off output changing would violate the campaign's primary safety contract. | None — retail applies no vertex wind displacement to any geometry; `ProceduralSceneryIdAllocator` (bit 31 entity-id namespace, existing acdream mechanism, not retail) |
---

View file

@ -474,18 +474,26 @@ direction to read, and the register row says so.
### VM6 outcome (implementation landed 2026-08-22; owner visual gate outstanding)
Two commits (VM6a shader ABI v2 plumbing, VM6b the feature) shipped the exact
design above. Settings (`BuiltInAtmosphericRenderPack.Settings()`):
`wind-enabled` (bool, default on), `wind-strength` (02×, default 1.0),
`wind-direction-degrees` (0360°, default 225 — no authored retail wind
direction exists to read), `wind-lean-metres` (default 0.25),
`wind-branch-metres` (default 0.15), `wind-flutter-metres` (default 0.05,
forced to 0 on the Low preset), `wind-canopy-height-metres` (default 8). The
Clear/Cloudy/Overcast/Rainy mean/gust rows live in
`AtmospherePolicyDeclaration.FoliageWindByDayGroup`, keyed by the SAME
day-group index convention `ActiveDayGroupMultipliers` already established
two lines above it in `AtmosphericPolicy()` (0 Clear / 1 Cloudy / 2 Overcast;
index 3 Rainy is new). Classification bits live in
Two commits (VM6a shader ABI v2 plumbing, VM6b the feature) shipped the
design above; a same-day fix-round commit corrected the weather-table key.
Settings (`BuiltInAtmosphericRenderPack.Settings()`): `wind-enabled` (bool,
default on), `wind-strength` (02×, default 1.0), `wind-direction-degrees`
(0360°, default 225 — no authored retail wind direction exists to read),
`wind-lean-metres` (default 0.25), `wind-branch-metres` (default 0.15),
`wind-flutter-metres` (default 0.05, forced to 0 on the Low preset),
`wind-canopy-height-metres` (default 8). The mean/gust rows live in
`AtmospherePolicyDeclaration.FoliageWindByWeather`, keyed by NAME
(`FoliageWindWeatherPoint.WeatherKind`, an exact ordinal match against
`AcDream.Core.World.WeatherKind`'s member names — `Clear` 0.25/0.15,
`Overcast` 0.60/0.35, `Rain` 0.85/0.60, `Snow` 0.35/0.20, `Storm` 1.00/0.75),
not the raw `activeDayGroup` index the original design used: the index
carries no weather meaning by itself, and `WeatherState.cs` already
classifies each day group's authored DAT name into one of these five real
kinds — the same fact `AtmosphericFrameInputs.Weather` /
`uAtmosphereWeather.x` already threads through the frame, reused here
instead of re-guessed. `RenderPackAtmospherePolicyEvaluation.FoliageWind`
matches by `weather.ToString()` and falls back to the declared Clear row for
an unlisted kind. Classification bits live in
`FoliageWindClassification` (`AcDream.App.Rendering.Wb`): bit 1 (`0x2`)
cutout foliage, bit 2 (`0x4`) trunk, computed once per (entity, subset) in
`WbDrawDispatcher.ClassifyBatches` (world receiver) and

View file

@ -420,7 +420,7 @@ internal sealed class AtmosphericPostProcessGraph :
worldMeshes.FoliageWindExclusions = _foliageWindExclusions;
bool isOutdoor = world.Roots.RenderSky && !world.Roots.CameraInsideCell;
AtmosphericFrameBufferBinding shadowAtmosphericFrame =
BuildShadowAtmosphericFrameBinding(frame, activeDayGroup, isOutdoor);
BuildShadowAtmosphericFrameBinding(frame, foundation.Atmosphere.Kind, isOutdoor);
var input = new DirectionalSunShadowRenderInput(
environment,
world.Camera.Camera.View,
@ -480,12 +480,12 @@ internal sealed class AtmosphericPostProcessGraph :
/// </summary>
private AtmosphericFrameBufferBinding BuildShadowAtmosphericFrameBinding(
IGpuFrame frame,
int activeDayGroup,
AcDream.Core.World.WeatherKind weather,
bool isOutdoor)
{
(Vector4 clockWind, Vector4 windAmplitude) = ResolveFoliageWind(
frame.Serial,
activeDayGroup,
weather,
isOutdoor);
GpuRingAllocation allocation = frame.AllocateRing(
AtmosphericFrameUniforms.SizeInBytes,
@ -530,13 +530,15 @@ internal sealed class AtmosphericPostProcessGraph :
/// for its own animation clock — replaces it when set, which is every
/// run but a differential/offline gate's.</para>
///
/// <para><b>The smoothing.</b> The per-day-group (mean, gust) target
/// from <see cref="RenderPackAtmospherePolicyEvaluation.FoliageWind"/>
/// eases toward its target using an exponential moving average over
/// <see cref="AcDream.Core.World.WeatherSystem.TransitionSeconds"/> (10 s,
/// the same authored weather-transition constant retail-parity work
/// already established) — so a day-group change never snaps. This state
/// keeps evolving even while indoors or disabled; <c>wind-enabled</c>
/// <para><b>The smoothing.</b> The per-weather-kind (mean, gust) target
/// from <see cref="RenderPackAtmospherePolicyEvaluation.FoliageWind"/> —
/// keyed by the DAT-classified <see cref="AcDream.Core.World.WeatherKind"/>,
/// not the raw day-group index, which carries no weather meaning by
/// itself — eases toward its target using an exponential moving average
/// over <see cref="AcDream.Core.World.WeatherSystem.TransitionSeconds"/>
/// (10 s, the same authored weather-transition constant retail-parity
/// work already established) — so a weather change never snaps. This
/// state keeps evolving even while indoors or disabled; <c>wind-enabled</c>
/// off or <c>!isOutdoor</c> instead multiplies the OUTPUT by an exact
/// zero gate (never an asymptotic approach), so a settings toggle or a
/// cell transition reads exactly zero on the very next frame, and
@ -545,7 +547,7 @@ internal sealed class AtmosphericPostProcessGraph :
/// </summary>
private (Vector4 ClockWind, Vector4 WindAmplitude) ResolveFoliageWind(
long frameSerial,
int activeDayGroup,
AcDream.Core.World.WeatherKind weather,
bool isOutdoor)
{
float clockSeconds = _windClockSecondsOverride
@ -558,8 +560,8 @@ internal sealed class AtmosphericPostProcessGraph :
1f);
(float targetMean, float targetGust) = RenderPackAtmospherePolicyEvaluation
.FoliageWind(
Descriptor.AtmospherePolicy?.FoliageWindByDayGroup,
activeDayGroup);
Descriptor.AtmospherePolicy?.FoliageWindByWeather,
weather);
targetMean *= _foliageWind.Strength;
targetGust *= _foliageWind.Strength;
_windMean = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
@ -689,7 +691,7 @@ internal sealed class AtmosphericPostProcessGraph :
: 0f;
(Vector4 clockWind, Vector4 windAmplitude) = ResolveFoliageWind(
frame.Serial,
inputs.ActiveDayGroup,
inputs.Weather,
inputs.IsOutdoor);
var frameUniforms = new AtmosphericFrameUniforms(
new Vector4(

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@ -369,21 +369,25 @@ internal static class BuiltInAtmosphericRenderPack
new SunElevationResponsePoint(70, 0),
new SunElevationResponsePoint(90, 0),
],
// Campaign VM VM6: the plan's Clear/Cloudy/Overcast/Rainy rows,
// keyed by the SAME activeDayGroup index convention this pack
// already established two lines above for ActiveDayGroupMultipliers
// (0 brightest/clearest ... 2 dimmest). That table only needed
// three rows; foliage wind needs a fourth (Rainy), so index 3 is
// new here. Dereth's DAT declares many more named day groups than
// these four categories distinguish — an index absent from this
// table (including every index above 3) gets zero wind rather
// than guessing a category.
FoliageWindByDayGroup =
// Campaign VM VM6, corrected in the fix round: keyed by the
// DAT-classified AcDream.Core.World.WeatherKind, not the raw
// activeDayGroup index — WeatherState.cs's existing name
// classification (e.g. "Sunny" -> Clear, a name containing
// "fog"/"cloud"/"overcast"/"dark"/"storm"/"snow"/"rain" -> the
// matching kind) already turns a day group's authored DAT name
// into one of these five real weather kinds; that fact was
// already threaded through AtmosphericFrameInputs.Weather /
// uAtmosphereWeather.x, so this table reuses it instead of
// guessing a meaning for the raw index. Every WeatherKind member
// is declared; nothing falls through to the Clear fallback in
// production.
FoliageWindByWeather =
[
new FoliageWindDayGroupPoint(0, 0.25, 0.15), // Clear
new FoliageWindDayGroupPoint(1, 0.45, 0.30), // Cloudy
new FoliageWindDayGroupPoint(2, 0.60, 0.35), // Overcast
new FoliageWindDayGroupPoint(3, 0.85, 0.60), // Rainy
new FoliageWindWeatherPoint("Clear", 0.25, 0.15),
new FoliageWindWeatherPoint("Overcast", 0.60, 0.35),
new FoliageWindWeatherPoint("Rain", 0.85, 0.60),
new FoliageWindWeatherPoint("Snow", 0.35, 0.20),
new FoliageWindWeatherPoint("Storm", 1.00, 0.75),
],
};

View file

@ -1,3 +1,4 @@
using AcDream.Core.World;
using AcDream.Plugin.Abstractions.Rendering;
namespace AcDream.App.Rendering.Packs;
@ -45,26 +46,40 @@ internal static class RenderPackAtmospherePolicyEvaluation
fallback);
/// <summary>
/// Campaign VM VM6: exact day-group lookup for foliage wind — the same
/// shape as <see cref="ActiveDayGroupMultiplier"/>'s exact-match pattern
/// (day groups are not ordered by "how windy," so there is nothing to
/// interpolate across them). A day group absent from the table returns
/// (0, 0) — no wind is the safe default for an unclassified day group,
/// not full wind. The caller is responsible for smoothing the resolved
/// target over time; this method is a pure, stateless lookup.
/// Campaign VM VM6, corrected in the fix round: exact weather-kind
/// lookup for foliage wind, keyed by the DAT-classified
/// <see cref="WeatherKind"/> the frame already carries
/// (<c>AtmosphericFrameInputs.Weather</c> / <c>uAtmosphereWeather.x</c>)
/// — not the raw <c>activeDayGroup</c> index, which carries no weather
/// meaning by itself. Matches by <c>weather.ToString()</c> (ordinal)
/// against each declared <see cref="FoliageWindWeatherPoint.WeatherKind"/>
/// name. The five kinds are not ordered by "how windy," so this is an
/// exact match, never an interpolation across them. A kind absent from
/// the table falls back to the declared Clear row (a weather kind the
/// classifier could not resolve is closer to "no weather data" than to
/// "assume it's windy"); if Clear itself is undeclared, the fallback is
/// (0, 0). The caller is responsible for smoothing the resolved target
/// over time; this method is a pure, stateless lookup.
/// </summary>
internal static (float Mean, float Gust) FoliageWind(
IReadOnlyList<FoliageWindDayGroupPoint>? points,
int activeDayGroup)
IReadOnlyList<FoliageWindWeatherPoint>? points,
WeatherKind weather)
{
if (points is null)
return (0f, 0f);
foreach (FoliageWindDayGroupPoint point in points)
string kind = weather.ToString();
FoliageWindWeatherPoint? clear = null;
foreach (FoliageWindWeatherPoint point in points)
{
if (point.ActiveDayGroup == activeDayGroup)
if (string.Equals(point.WeatherKind, kind, StringComparison.Ordinal))
return ((float)point.Mean, (float)point.Gust);
if (clear is null
&& string.Equals(point.WeatherKind, nameof(WeatherKind.Clear), StringComparison.Ordinal))
{
clear = point;
}
}
return (0f, 0f);
return clear is { } fallback ? ((float)fallback.Mean, (float)fallback.Gust) : (0f, 0f);
}
/// <summary>

View file

@ -1482,6 +1482,39 @@ internal static class RenderPackValidator
|| !IsFiniteNonNegative(value.Multiplier))
return Invalid($"Pack '{descriptor.Id}' has an invalid active-day-group mapping.");
}
// Campaign VM VM6 fix round: FoliageWindByWeather is keyed by the
// DAT-classified AcDream.Core.World.WeatherKind name (exact,
// case-sensitive), not a raw day-group index — an unknown name or a
// repeated kind is rejected outright rather than silently ignored.
if (policy.FoliageWindByWeather is null)
return Invalid($"Pack '{descriptor.Id}' has a null foliage-wind weather-point list.");
var weatherKinds = new HashSet<string>(StringComparer.Ordinal);
foreach (FoliageWindWeatherPoint point in policy.FoliageWindByWeather)
{
if (!Enum.TryParse(
point.WeatherKind,
ignoreCase: false,
out AcDream.Core.World.WeatherKind parsedKind)
|| !Enum.IsDefined(parsedKind))
{
return Invalid(
$"Pack '{descriptor.Id}' declares an unknown foliage-wind weather "
+ $"kind '{point.WeatherKind}'.");
}
if (!weatherKinds.Add(point.WeatherKind))
{
return Invalid(
$"Pack '{descriptor.Id}' declares the foliage-wind weather kind "
+ $"'{point.WeatherKind}' more than once.");
}
if (!IsFiniteNonNegative(point.Mean) || !IsFiniteNonNegative(point.Gust))
{
return Invalid(
$"Pack '{descriptor.Id}' has an invalid foliage-wind mean/gust value "
+ $"for weather kind '{point.WeatherKind}'.");
}
}
return RenderPackValidationResult.Valid();
RenderPackValidationResult ValidateCurve(

View file

@ -387,12 +387,25 @@ public sealed record ActiveDayGroupMultiplier(
double Multiplier);
/// <summary>
/// Explicit mapping from an authored AC day group to the foliage-wind mean
/// and gust strength for that group (both in the declared [0,1] range before
/// the pack's global wind-strength setting scales them). Campaign VM VM6.
/// Explicit mapping from a DAT-classified weather kind to the foliage-wind
/// mean and gust strength for that weather (both in the declared [0,1] range
/// before the pack's global wind-strength setting scales them). Campaign VM
/// VM6, corrected in the fix round: the day-group's raw <c>activeDayGroup</c>
/// INDEX carries no weather meaning by itself — <c>WeatherState.cs</c>'s
/// existing name classification is what turns a day group's DAT name into
/// one of the five real weather kinds, and that is what the host already
/// threads through <c>AtmosphericFrameInputs.Weather</c> / <c>uAtmosphereWeather.x</c>.
/// This is the same fact, keyed correctly instead of by index.
/// </summary>
public sealed record FoliageWindDayGroupPoint(
int ActiveDayGroup,
/// <param name="WeatherKind">
/// The exact member name of <c>AcDream.Core.World.WeatherKind</c> — one of
/// <c>"Clear"</c>, <c>"Overcast"</c>, <c>"Rain"</c>, <c>"Snow"</c>,
/// <c>"Storm"</c>. A plain string because this project (Plugin.Abstractions)
/// is BCL-only and cannot reference the Core enum; the host converts with
/// <c>WeatherKind.ToString()</c> (ordinal) when resolving.
/// </param>
public sealed record FoliageWindWeatherPoint(
string WeatherKind,
double Mean,
double Gust);
@ -424,18 +437,18 @@ public sealed record AtmospherePolicyDeclaration(
{ get; init; } = [];
/// <summary>
/// Campaign VM VM6: exact per-day-group foliage-wind mean/gust targets,
/// looked up by the same categorical <c>activeDayGroup</c> id
/// <see cref="ActiveDayGroupMultipliers"/> already keys on (an exact
/// match, not an interpolation across day-group ids — day groups are not
/// ordered by "how windy"). The host smooths the resolved (mean, gust)
/// target toward whatever this table returns over time using the
/// existing weather delta-seconds clock, so a day-group change never
/// snaps. A day group absent from this table gets zero wind. A pack
/// using foliage wind should declare an entry for every day group it
/// cares about distinguishing.
/// Campaign VM VM6: exact per-weather-kind foliage-wind mean/gust
/// targets, looked up by the DAT-classified
/// <c>AcDream.Core.World.WeatherKind</c> (an exact match, not an
/// interpolation — the five kinds are not ordered by "how windy"). The
/// host smooths the resolved (mean, gust) target toward whatever this
/// table returns over time using the existing weather delta-seconds
/// clock, so a weather change never snaps. A kind absent from this table
/// falls back to the declared Clear row, then to (0, 0) if Clear itself
/// is undeclared. Each declared <see cref="FoliageWindWeatherPoint.WeatherKind"/>
/// must be one of the five real kind names and must appear at most once.
/// </summary>
public IReadOnlyList<FoliageWindDayGroupPoint> FoliageWindByDayGroup
public IReadOnlyList<FoliageWindWeatherPoint> FoliageWindByWeather
{ get; init; } = [];
/// <summary>

View file

@ -1228,11 +1228,12 @@ public sealed class AtmosphericPostProcessGraphTests
var device = new RecordingGpuDevice();
using var graph = Graph(device, "medium", windClockSecondsOverride: 12f);
graph.PrepareWorldTarget(640, 480, 1);
// Rainy (index 3 in the built-in table) is the highest declared
// mean/gust — the exact target does not matter here, only that the
// gate still zeroes the output despite a nonzero smoothed target.
AtmosphericFrameInputs indoors = Inputs(640, 480, activeDayGroup: 3) with
// Storm is the highest declared mean/gust — the exact target does
// not matter here, only that the gate still zeroes the output
// despite a nonzero smoothed target.
AtmosphericFrameInputs indoors = Inputs(640, 480) with
{
Weather = WeatherKind.Storm,
IsOutdoor = false,
};
@ -1252,7 +1253,7 @@ public sealed class AtmosphericPostProcessGraphTests
windClockSecondsOverride: 12f,
userSettingOverrides: new Dictionary<string, string> { ["wind-enabled"] = "false" });
graph.PrepareWorldTarget(640, 480, 1);
AtmosphericFrameInputs outdoors = Inputs(640, 480, activeDayGroup: 3);
AtmosphericFrameInputs outdoors = Inputs(640, 480) with { Weather = WeatherKind.Storm };
AtmosphericFrameUniforms atmospheric = RenderAndReadFrameBlock(device, graph, outdoors);
@ -1290,7 +1291,7 @@ public sealed class AtmosphericPostProcessGraphTests
IGpuRenderTarget world = graph.PrepareWorldTarget(640, 480, 1);
using IGpuFrame frame = device.BeginFrame();
RecordWorldPass(frame, world);
AtmosphericFrameInputs inputs = Inputs(640, 480, activeDayGroup: 3);
AtmosphericFrameInputs inputs = Inputs(640, 480) with { Weather = WeatherKind.Storm };
graph.RenderPostProcess(frame, in inputs);
AtmosphericFrameUniforms first = ReadLastFrameBlock(device);

View file

@ -1,39 +1,76 @@
using AcDream.App.Rendering.Packs;
using AcDream.Core.World;
using AcDream.Plugin.Abstractions.Rendering;
namespace AcDream.App.Tests.Rendering.Packs;
/// <summary>
/// Campaign VM VM6: <see cref="RenderPackAtmospherePolicyEvaluation.FoliageWind"/>
/// (the exact per-day-group mean/gust lookup) and
/// <see cref="RenderPackAtmospherePolicyEvaluation.EaseTowardTarget"/> (the
/// smoothing step that keeps a day-group change from snapping).
/// (the exact per-weather-kind mean/gust lookup, keyed by the DAT-classified
/// <see cref="WeatherKind"/> — corrected in the fix round from the raw
/// <c>activeDayGroup</c> index, which carries no weather meaning by itself)
/// and <see cref="RenderPackAtmospherePolicyEvaluation.EaseTowardTarget"/>
/// (the smoothing step that keeps a weather change from snapping).
/// </summary>
public sealed class RenderPackAtmospherePolicyEvaluationTests
{
[Fact]
public void FoliageWindLooksUpExactDayGroupMatchOnly()
private static readonly FoliageWindWeatherPoint[] FiveKindTable =
[
new("Clear", 0.25, 0.15),
new("Overcast", 0.60, 0.35),
new("Rain", 0.85, 0.60),
new("Snow", 0.35, 0.20),
new("Storm", 1.00, 0.75),
];
[Theory]
[InlineData(WeatherKind.Clear, 0.25f, 0.15f)]
[InlineData(WeatherKind.Overcast, 0.60f, 0.35f)]
[InlineData(WeatherKind.Rain, 0.85f, 0.60f)]
[InlineData(WeatherKind.Snow, 0.35f, 0.20f)]
[InlineData(WeatherKind.Storm, 1.00f, 0.75f)]
public void FoliageWindResolvesEachOfTheFiveDeclaredWeatherKinds(
WeatherKind kind,
float expectedMean,
float expectedGust)
{
FoliageWindDayGroupPoint[] table =
[
new(0, 0.25, 0.15),
new(1, 0.45, 0.30),
new(2, 0.60, 0.35),
new(3, 0.85, 0.60),
];
(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(
FiveKindTable,
kind);
(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(table, 3);
Assert.Equal(0.85f, mean);
Assert.Equal(0.60f, gust);
Assert.Equal(expectedMean, mean);
Assert.Equal(expectedGust, gust);
}
[Fact]
public void FoliageWindReturnsZeroForADayGroupAbsentFromTheTable()
public void FoliageWindFallsBackToTheClearRowForAnUnlistedKind()
{
FoliageWindDayGroupPoint[] table = [new(0, 0.25, 0.15)];
// A table that only declares Clear and Storm — a kind absent from
// the table (Overcast here) falls back to the declared Clear row,
// not to (0, 0), since an unresolved weather kind is closer to "no
// weather data" than to "assume it's calm."
FoliageWindWeatherPoint[] table =
[
new("Clear", 0.25, 0.15),
new("Storm", 1.00, 0.75),
];
(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(table, 99);
(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(
table,
WeatherKind.Overcast);
Assert.Equal(0.25f, mean);
Assert.Equal(0.15f, gust);
}
[Fact]
public void FoliageWindReturnsZeroWhenNeitherTheKindNorClearIsDeclared()
{
FoliageWindWeatherPoint[] table = [new("Storm", 1.00, 0.75)];
(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(
table,
WeatherKind.Overcast);
Assert.Equal(0f, mean);
Assert.Equal(0f, gust);
@ -42,26 +79,34 @@ public sealed class RenderPackAtmospherePolicyEvaluationTests
[Fact]
public void FoliageWindReturnsZeroForANullTable()
{
(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(null, 0);
(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(
null,
WeatherKind.Clear);
Assert.Equal(0f, mean);
Assert.Equal(0f, gust);
}
[Fact]
public void FoliageWindDoesNotInterpolateBetweenDayGroupIndices()
public void FoliageWindMatchesByExactNameNotSubstringOrCase()
{
// Day-group ids are not ordered by "how windy" — index 1 sitting
// between 0 and 2 in the table must not produce a value between
// their mean/gust. This asserts the lookup is an exact match, not
// continuous interpolation across the index axis.
FoliageWindDayGroupPoint[] table = [new(0, 0.0, 0.0), new(5, 1.0, 1.0)];
// "Rain" must not match "Rainy" or any case variant — the lookup is
// an ordinal exact match against the WeatherKind member name.
FoliageWindWeatherPoint[] table =
[
new("Rainy", 0.99, 0.99),
new("rain", 0.99, 0.99),
new("Clear", 0.10, 0.05),
];
(float meanAtUnlistedMidpoint, float gustAtUnlistedMidpoint) =
RenderPackAtmospherePolicyEvaluation.FoliageWind(table, 2);
(float mean, float gust) = RenderPackAtmospherePolicyEvaluation.FoliageWind(
table,
WeatherKind.Rain);
Assert.Equal(0f, meanAtUnlistedMidpoint);
Assert.Equal(0f, gustAtUnlistedMidpoint);
// Neither "Rainy" nor "rain" matches WeatherKind.Rain.ToString()
// ("Rain", exact case) — falls back to the declared Clear row.
Assert.Equal(0.10f, mean);
Assert.Equal(0.05f, gust);
}
[Fact]

View file

@ -39,6 +39,104 @@ public sealed class RenderPackSpirvValidatorTests
result.Reason);
}
// Campaign VM VM6 fix round: FoliageWindByWeather is keyed by the
// DAT-classified AcDream.Core.World.WeatherKind name (exact,
// case-sensitive), not the raw activeDayGroup index. An unknown name or
// a repeated kind must be rejected outright.
[Fact]
public void FoliageWindByWeatherRejectsAnUnknownWeatherKindName()
{
RenderPackDescriptor descriptor = BuiltInAtmosphericRenderPack.Descriptor;
descriptor = descriptor with
{
AtmospherePolicy = descriptor.AtmospherePolicy! with
{
FoliageWindByWeather =
[
new FoliageWindWeatherPoint("Cloudy", 0.45, 0.30),
],
},
};
RenderPackValidationResult result = RenderPackValidator.ValidateDescriptor(
descriptor,
RenderPackHostCapabilities.Conformance);
Assert.False(result.Success);
Assert.Contains("unknown foliage-wind weather", result.Reason, StringComparison.Ordinal);
}
[Fact]
public void FoliageWindByWeatherRejectsANonExactCaseWeatherKindName()
{
RenderPackDescriptor descriptor = BuiltInAtmosphericRenderPack.Descriptor;
descriptor = descriptor with
{
AtmospherePolicy = descriptor.AtmospherePolicy! with
{
FoliageWindByWeather = [new FoliageWindWeatherPoint("clear", 0.25, 0.15)],
},
};
RenderPackValidationResult result = RenderPackValidator.ValidateDescriptor(
descriptor,
RenderPackHostCapabilities.Conformance);
Assert.False(result.Success);
Assert.Contains("unknown foliage-wind weather", result.Reason, StringComparison.Ordinal);
}
[Fact]
public void FoliageWindByWeatherRejectsADuplicateWeatherKind()
{
RenderPackDescriptor descriptor = BuiltInAtmosphericRenderPack.Descriptor;
descriptor = descriptor with
{
AtmospherePolicy = descriptor.AtmospherePolicy! with
{
FoliageWindByWeather =
[
new FoliageWindWeatherPoint("Clear", 0.25, 0.15),
new FoliageWindWeatherPoint("Clear", 0.30, 0.20),
],
},
};
RenderPackValidationResult result = RenderPackValidator.ValidateDescriptor(
descriptor,
RenderPackHostCapabilities.Conformance);
Assert.False(result.Success);
Assert.Contains("more than once", result.Reason, StringComparison.Ordinal);
}
[Fact]
public void FoliageWindByWeatherAcceptsTheFiveDeclaredKindsOnce()
{
RenderPackDescriptor descriptor = BuiltInAtmosphericRenderPack.Descriptor;
descriptor = descriptor with
{
AtmospherePolicy = descriptor.AtmospherePolicy! with
{
FoliageWindByWeather =
[
new FoliageWindWeatherPoint("Clear", 0.25, 0.15),
new FoliageWindWeatherPoint("Overcast", 0.60, 0.35),
new FoliageWindWeatherPoint("Rain", 0.85, 0.60),
new FoliageWindWeatherPoint("Snow", 0.35, 0.20),
new FoliageWindWeatherPoint("Storm", 1.00, 0.75),
],
},
};
RenderPackValidationResult result = RenderPackValidator.ValidateDescriptor(
descriptor,
RenderPackHostCapabilities.Conformance);
Assert.True(result.Success, result.Reason);
}
[Fact]
public void DirectionalShadowDepthRejectsSunDirectionAlias()
{