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