fix #427: sky drawn without fog like retail; world fog range is the keyframe's authored MinWorldFog/MaxWorldFog

Two April stand-ins, neither registered, met at the horizon from altitude as
a hard line between the dome's rim and the fog-coloured clear:

1. sky.frag fogged every non-additive sky layer with a 0.2 floor. Retail's
   GameSky::Draw @0x00506FF0 disables fixed-function fog around the whole
   sky draw unless an AdminEnvirons fog override is active (SetFFFogEnable(
   LScape::m_override_enabled ? 1 : 0)); additive layers stay unfogged via
   SetFFFogAlphaDisabled(1) at D3DPolyRender::SetSurface 0x59c882. The sky
   pass now sets ApplyFog only for (override active && !additive), with no
   floor.
2. WorldRenderFrameBuilder overwrote the authored fog range with one derived
   from the streaming window (538..2189 m always). Retail sets FOGSTART/
   FOGEND straight from the keyframe's MinWorldFog/MaxWorldFog
   (SkyDesc::GetWorldFog @0x00500CE0 -> SetFFFogProperties @0x005A2F70) with
   no draw-distance scaling; zfar is a constant 4000 m. The builder now
   leaves SceneLightingUbo.Build's values alone; ACDREAM_FOG_START_MULT /
   _END_MULT are deleted from RuntimeOptions.

Guards: SkyFogRuleTests (source-level, the sky renderer has no hermetic
harness); sky.frag.spv re-pinned in VulkanShaderManifestTests with the
reason. Research note 2026-04-23-sky-fog.md carries a correction banner.
App hermetic 6,070/0, Core 4,707/0 (Release). Owner look gate owed: night
and rain fog are now retail's shorter authored ranges.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-23 13:42:42 +02:00
parent 517d17b4b3
commit cc42edc8e3
11 changed files with 180 additions and 62 deletions

View file

@ -500,17 +500,18 @@ internal sealed class RuntimeWorldFrameEnvironmentPreparation
in atmosphere,
camera.Position,
(float)_worldTime.DayFraction);
float fogStart = _ranges.NearRadius
* LandblockSize
* _options.FogStartMultiplier;
float fogEnd = _ranges.FarRadius
* LandblockSize
* _options.FogEndMultiplier;
ubo.FogParams = new Vector4(
fogStart,
fogEnd,
ubo.FogParams.Z,
ubo.FogParams.W);
// FogParams.xy stay the keyframe's authored MinWorldFog/MaxWorldFog
// that SceneLightingUbo.Build wrote (AtmosphereSnapshot.FogStart/
// FogEnd). Retail sets D3DRS_FOGSTART/FOGEND straight from those
// (SkyDesc::GetWorldFog @0x00500CE0 -> LScape::UseTime ->
// RenderDeviceD3D::SetFFFogProperties @0x005A2F70) with no draw-
// distance scaling; its far plane is a constant 4000 m
// (Render::zfar @0x0081EC88). Until 2026-08-23 this site overwrote
// them with a range derived from the streaming window (0.7 x near
// radius .. 0.95 x far radius = 538..2189 m at every hour and
// weather), which thinned retail's night (0..400 m) and rain
// (150..1500 m) fog and hid the fact that the sky pass was being
// fogged at all (see SkyRenderer / sky.frag).
_lightingUbo?.Upload(ubo);
RenderingDiagnostics.EmitLight(