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>
Procedural-scenery foliage (trees/bushes — entity ids in the
ProceduralSceneryIdAllocator's 0x8XXYYIII namespace) sways with weather in
mesh_atmospheric.vert and all four directional_shadow_world_* caster vertex
shaders, both calling the identical new foliage_wind.glsl include so the
shadow moves with the leaf by construction.
Classification (FoliageWindClassification, AcDream.App.Rendering.Wb): two
new BatchData.flags bits, computed once per (entity, subset) from four
inputs — entity id (bit 31 for procedural scenery), the pack's declared
FoliageExclusions membership, the subset's TranslucencyKind, and
ObjectRenderData.HasCutoutSubset (computed once per mesh at build time, not
per frame). Bit 1 marks an alpha-cutout leaf subset; bit 2 marks an opaque
trunk subset (only when its own mesh also owns a cutout subset, so rocks
stay still). WbDrawDispatcher.ClassifyBatches (world receiver) and
AddDirectionalShadowBatches (caster) call this with the same four inputs, so
casters and receivers classify identically without needing to share state.
Retail's mesh_modern/terrain_modern/mesh_detail pipelines never read these
bits, so pack-off output is unaffected.
Motion model (foliage_wind.glsl, mirrored bit-for-bit in the new
FoliageWindModel for hermetic CPU tests): height-squared-scaled slow lean
for every foliage subset, plus branch swing and per-vertex-hash-decorrelated
flutter for cutout subsets only. AtmosphericPostProcessGraph.ResolveFoliageWind
resolves the wind block once per frame.Serial — advanced by whichever of
RenderDirectionalShadows (which runs first) or RenderPostProcess is called
first that frame, with the second reading the already-advanced state, which
is what keeps the caster and receiver reading byte-identical clock/strength
values. The per-day-group mean/gust target (AtmospherePolicyDeclaration.
FoliageWindByDayGroup, keyed by the same day-group index convention
ActiveDayGroupMultipliers already established: Clear/Cloudy/Overcast/Rainy)
eases toward its target over WeatherSystem.TransitionSeconds (10s) so a
weather change never snaps; wind-enabled off or indoor instead gates the
OUTPUT to an exact zero (not an asymptotic approach) so a settings toggle or
cell transition is immediate. The wind clock is a Stopwatch started at graph
construction (monotonic, session-relative magnitude for GPU sin() accuracy),
overridable by the same ACDREAM_SKY_PHASE_SECONDS pin SkyRenderer already
uses, for deterministic offline gates.
New settings: wind-enabled, wind-strength, wind-direction-degrees (225°
default — no authored retail wind direction exists to read),
wind-lean-metres, wind-branch-metres, wind-flutter-metres (0 on Low),
wind-canopy-height-metres.
Register row IA-25 files this as an intentional, strictly opt-in divergence:
retail applies no per-vertex wind displacement to any geometry. Known,
accepted limitation: classification is per mesh-subset (one BatchData.flags
word per indirect-draw batch), not per entity instance, so the rare case of
one mesh subset being reachable from both a procedural-scenery and a
non-scenery placement would classify all of that subset's instances alike.
Tests: FoliageWindClassificationTests (the full classification matrix),
FoliageWindModelTests (identity on non-foliage/calm-wind/base-vertex,
canopy-top displacement bound, z-never-increases, trunk has no flutter
term), RenderPackAtmospherePolicyEvaluationTests (exact day-group lookup,
no interpolation across day-group ids, easing convergence without overshoot
or discontinuity), AtmosphericShaderAbiTests (each of the five shaders calls
acdreamFoliageDisplace exactly once; mesh_modern/terrain/mesh_detail call it
never), and four AtmosphericPostProcessGraphTests additions (indoor/disabled
exact-zero gating, settings-to-UBO wiring, same-frame-Serial idempotency —
the last proxies the caster/receiver agreement invariant without needing
this hermetic harness's WbDrawDispatcher/TerrainModernRenderer dependency
chain to exercise RenderDirectionalShadows directly).
App hermetic filter: 6015/6017 (the same 2 pre-existing failures as VM6a,
confirmed unrelated). Core.Tests hermetic: 4697/4697. RenderPackValidator.Tests:
30/30. Full solution Debug and Release builds green. Shader recompile
touched exactly the 5 edited files' .spv (plus manifest); the retail oracle
set and every other pack shader are byte-identical.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>