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>
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10 changed files with 325 additions and 106 deletions
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@ -420,7 +420,7 @@ internal sealed class AtmosphericPostProcessGraph :
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worldMeshes.FoliageWindExclusions = _foliageWindExclusions;
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bool isOutdoor = world.Roots.RenderSky && !world.Roots.CameraInsideCell;
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AtmosphericFrameBufferBinding shadowAtmosphericFrame =
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BuildShadowAtmosphericFrameBinding(frame, activeDayGroup, isOutdoor);
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BuildShadowAtmosphericFrameBinding(frame, foundation.Atmosphere.Kind, isOutdoor);
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var input = new DirectionalSunShadowRenderInput(
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environment,
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world.Camera.Camera.View,
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@ -480,12 +480,12 @@ internal sealed class AtmosphericPostProcessGraph :
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/// </summary>
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private AtmosphericFrameBufferBinding BuildShadowAtmosphericFrameBinding(
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IGpuFrame frame,
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int activeDayGroup,
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AcDream.Core.World.WeatherKind weather,
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bool isOutdoor)
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{
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(Vector4 clockWind, Vector4 windAmplitude) = ResolveFoliageWind(
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frame.Serial,
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activeDayGroup,
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weather,
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isOutdoor);
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GpuRingAllocation allocation = frame.AllocateRing(
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AtmosphericFrameUniforms.SizeInBytes,
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@ -530,13 +530,15 @@ internal sealed class AtmosphericPostProcessGraph :
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/// for its own animation clock — replaces it when set, which is every
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/// run but a differential/offline gate's.</para>
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///
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/// <para><b>The smoothing.</b> The per-day-group (mean, gust) target
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/// from <see cref="RenderPackAtmospherePolicyEvaluation.FoliageWind"/>
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/// eases toward its target using an exponential moving average over
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/// <see cref="AcDream.Core.World.WeatherSystem.TransitionSeconds"/> (10 s,
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/// the same authored weather-transition constant retail-parity work
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/// already established) — so a day-group change never snaps. This state
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/// keeps evolving even while indoors or disabled; <c>wind-enabled</c>
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/// <para><b>The smoothing.</b> The per-weather-kind (mean, gust) target
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/// from <see cref="RenderPackAtmospherePolicyEvaluation.FoliageWind"/> —
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/// keyed by the DAT-classified <see cref="AcDream.Core.World.WeatherKind"/>,
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/// not the raw day-group index, which carries no weather meaning by
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/// itself — eases toward its target using an exponential moving average
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/// over <see cref="AcDream.Core.World.WeatherSystem.TransitionSeconds"/>
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/// (10 s, the same authored weather-transition constant retail-parity
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/// work already established) — so a weather change never snaps. This
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/// state keeps evolving even while indoors or disabled; <c>wind-enabled</c>
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/// off or <c>!isOutdoor</c> instead multiplies the OUTPUT by an exact
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/// zero gate (never an asymptotic approach), so a settings toggle or a
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/// cell transition reads exactly zero on the very next frame, and
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@ -545,7 +547,7 @@ internal sealed class AtmosphericPostProcessGraph :
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/// </summary>
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private (Vector4 ClockWind, Vector4 WindAmplitude) ResolveFoliageWind(
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long frameSerial,
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int activeDayGroup,
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AcDream.Core.World.WeatherKind weather,
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bool isOutdoor)
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{
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float clockSeconds = _windClockSecondsOverride
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@ -558,8 +560,8 @@ internal sealed class AtmosphericPostProcessGraph :
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1f);
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(float targetMean, float targetGust) = RenderPackAtmospherePolicyEvaluation
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.FoliageWind(
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Descriptor.AtmospherePolicy?.FoliageWindByDayGroup,
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activeDayGroup);
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Descriptor.AtmospherePolicy?.FoliageWindByWeather,
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weather);
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targetMean *= _foliageWind.Strength;
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targetGust *= _foliageWind.Strength;
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_windMean = RenderPackAtmospherePolicyEvaluation.EaseTowardTarget(
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@ -689,7 +691,7 @@ internal sealed class AtmosphericPostProcessGraph :
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: 0f;
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(Vector4 clockWind, Vector4 windAmplitude) = ResolveFoliageWind(
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frame.Serial,
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inputs.ActiveDayGroup,
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inputs.Weather,
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inputs.IsOutdoor);
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var frameUniforms = new AtmosphericFrameUniforms(
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new Vector4(
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