fix #389 review round: settings v3 FOV migration + live apply; AD-90
Dual-lens Opus review of 7e0c1303 (reports committed under
docs/research/). The law, gate, and vertical application are CONFIRMED
at instruction-byte level against the PDB-paired acclient.exe (the BN
text FPU-elides this whole area); the fix round addresses the findings:
- Blast MUST-FIX 1: real schema migration instead of a hand-edited dev
file. SettingsStore v2->v3: a pre-v3 display.fieldOfView was the
applied vertical FOV in degrees; v3 means retail's m_fGameFOV.
LoadDisplay migrates on read - the untouched old default 60 maps to
the retail default 90; a deliberate other value preserves its visible
16:9 framing (x (16/9 - 0.1)), clamped to the registered [10,160];
the next save stamps v3 and migration never reruns. The dev
settings.json hand-edit was reverted so the migration owns it.
- Blast MUST-FIX 2 / mechanism M2: the Field of View now applies LIVE on
Save (retail: Render::GRPCallback_OnRenderPreferenceChanged @0x0054d999
-> SmartBox::SetDefaultFov). RuntimeSettingsTargets gains the camera
graph and applies through ApplyDisplayWindowState - the update-phase
seam, deliberately NOT the render-phase preview path (the review's
WATCH-3 cull-vs-raster landmine).
- Mechanism M1 -> register row AD-90: retail's divisor aspect runs
through the Render.AspectRatio preference (ComputeAspectForViewport
@0x0054f150, (w/h) x pref x 0.75) - exactly raw w/h at the registered
default, which is what acdream assumes; retail's NaN-through-the-gate
quirk (M3) is folded into the same row as deliberately not reproduced.
- Docs: RetailFieldOfView now cites the decisive vertical proof
(D3DXMatrixPerspectiveFovLH fovy slot @0x0059ab71), the unconditional
SmartBox::RenderNormalMode site, and M4's exact horizontal numbers
(89.0/83.9/80.6 deg); the Config FOV row comment updated to LIVE.
- Blast WATCH 4 disposition: the 15 replay-harness PI/3 constants stay -
they are CAPTURE-TIME camera parameters for recorded fixtures, not
production framing; changing them would invalidate the replays.
Tests: +6 SettingsStore migration facts, +1 live-apply fact.
App suite 4,962/3 skips; UI.Abstractions 922.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
6b844c142f
commit
d13d63d0a5
11 changed files with 1032 additions and 21 deletions
|
|
@ -9,11 +9,28 @@ namespace AcDream.App.Rendering;
|
|||
/// <code>
|
||||
/// Render::SetFOVRad(m_fGameFOV / (RenderDevice::m_ViewportAspectRatio - 0.1))
|
||||
/// </code>
|
||||
/// (<c>CreatureMode</c> smartbox sites <c>0x00452b2f</c> and <c>0x00453b14</c>;
|
||||
/// the same expression feeds a <c>tan</c> at <c>0x00451c0e</c>). The net
|
||||
/// effect: the HORIZONTAL view stays roughly constant (~85–90° of world at the
|
||||
/// 90° default) across aspect ratios while wide screens trim the vertical
|
||||
/// slice — 4:3 ≈ 73° vertical, 16:9 ≈ 53.6°, 21:9 ≈ 40°.
|
||||
/// (<c>CreatureMode</c> smartbox site <c>0x00452b2f</c> and
|
||||
/// <c>SmartBox::RenderNormalMode @0x00453b14</c> — the latter has NO
|
||||
/// <c>m_bUseSmartboxFOV</c> gate at all, so the world view is unconditionally
|
||||
/// on this law; the same expression feeds a <c>tan</c> at <c>0x00451c0e</c>).
|
||||
/// The applied value is decisively the VERTICAL FOV: the projection consumer
|
||||
/// is <c>D3DXMatrixPerspectiveFovLH</c> with it in the fovy slot
|
||||
/// (<c>0x0059ab71</c>; instruction-byte-verified by the 2026-08-13 mechanism
|
||||
/// review — the BN text FPU-elides every comparison in this area). The net
|
||||
/// effect: the HORIZONTAL view stays roughly constant across aspect ratios
|
||||
/// (89.0° at 4:3, 83.9° at 16:9, 80.6° at 21:9, at the 90° default) while
|
||||
/// wide screens trim the vertical slice — 4:3 ≈ 73° vertical,
|
||||
/// 16:9 ≈ 53.6°, 21:9 ≈ 40°.
|
||||
///
|
||||
/// <para>Aspect nuance (mechanism review M1, register row AD-90): retail's
|
||||
/// divisor aspect is not raw width/height —
|
||||
/// <c>RenderDevice::ComputeAspectForViewport @0x0054f150</c> yields
|
||||
/// <c>(w/h) × m_DisplayAspectRatio × 0.75</c>, where
|
||||
/// <c>m_DisplayAspectRatio</c> comes from the registered
|
||||
/// <c>Render.AspectRatio</c> preference. At that preference's DEFAULT
|
||||
/// (4:3 → factor exactly 1.0f) the expression collapses to raw w/h, which is
|
||||
/// what acdream uses; acdream has no AspectRatio preference, so a retail
|
||||
/// user who changed it would see a framing this port does not reproduce.</para>
|
||||
///
|
||||
/// <para><c>m_fGameFOV</c> is the user-facing number: ctor default
|
||||
/// <c>1.57079637f</c> = π/2 = 90° (<c>0x00454649</c>), set in DEGREES by the
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue