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>
86 lines
3.7 KiB
C#
86 lines
3.7 KiB
C#
using System;
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using System.IO;
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using Xunit;
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namespace AcDream.App.Tests.Rendering.Sky;
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/// <summary>
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/// Retail draws the sky with fixed-function fog DISABLED (GameSky::Draw
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/// @0x00506FF0: SetFFFogEnable(LScape::m_override_enabled ? 1 : 0) around
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/// the sky draw) and sets the world fog range straight from the keyframe's
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/// authored MinWorldFog/MaxWorldFog (SkyDesc::GetWorldFog @0x00500CE0 ->
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/// RenderDeviceD3D::SetFFFogProperties @0x005A2F70, no draw-distance
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/// scaling). Two April-2026 stand-ins contradicted that — a 0.2 "fog floor"
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/// on the dome and a fog range derived from the streaming window — and
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/// together showed as a hard line below the horizon from altitude
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/// (2026-08-23). These source guards keep both retail rules in place; the
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/// renderer itself needs a GPU and the installed DATs, so there is no
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/// hermetic behavioural harness for it.
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/// </summary>
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public sealed class SkyFogRuleTests
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{
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[Fact]
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public void SkyFragmentShaderFogsTheDomeOnlyThroughUApplyFogAndWithoutAFloor()
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{
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string frag = File.ReadAllText(Path.Combine(ShaderRoot(), "sky.frag"));
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string code = StripLineComments(frag);
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Assert.DoesNotContain("SKY_FOG_FLOOR", code, StringComparison.Ordinal);
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Assert.DoesNotContain("max(vFogFactor", code, StringComparison.Ordinal);
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Assert.Contains("if (uApplyFog > 0.5 && fogMode != 0)", code, StringComparison.Ordinal);
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Assert.Contains("rgb = mix(uFogColor.rgb, rgb, vFogFactor);", code, StringComparison.Ordinal);
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}
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[Fact]
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public void SkyRendererAppliesFogOnlyUnderAnAdminEnvironsOverrideAndNeverOnAdditiveLayers()
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{
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string source = File.ReadAllText(Path.Combine(
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RepositoryRoot(), "src", "AcDream.App", "Rendering", "Sky", "SkyRenderer.cs"));
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string code = StripLineComments(source);
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Assert.Contains(
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"_params.ApplyFog = environOverrideActive && !sub.DisableFog ? 1f : 0f;",
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code,
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StringComparison.Ordinal);
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Assert.DoesNotContain("_params.ApplyFog = sub.DisableFog ? 0f : 1f;", code, StringComparison.Ordinal);
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}
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[Fact]
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public void WorldFrameBuilderLeavesTheAuthoredFogRangeAlone()
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{
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string source = File.ReadAllText(Path.Combine(
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RepositoryRoot(), "src", "AcDream.App", "Rendering", "WorldRenderFrameBuilder.cs"));
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string code = StripLineComments(source);
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// SceneLightingUbo.Build writes FogParams.xy from AtmosphereSnapshot
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// (the keyframe's authored range, SceneLightingUboTests pins that);
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// nothing downstream may overwrite them from the streaming window.
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Assert.DoesNotContain("ubo.FogParams = new Vector4(", code, StringComparison.Ordinal);
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Assert.DoesNotContain("FogEndMultiplier", code, StringComparison.Ordinal);
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Assert.DoesNotContain("FogStartMultiplier", code, StringComparison.Ordinal);
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}
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private static string StripLineComments(string source)
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{
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var lines = source.Split('\n');
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for (int i = 0; i < lines.Length; i++)
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{
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int idx = lines[i].IndexOf("//", StringComparison.Ordinal);
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if (idx >= 0)
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lines[i] = lines[i][..idx];
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}
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return string.Join('\n', lines);
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}
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private static string ShaderRoot() =>
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Path.Combine(RepositoryRoot(), "src", "AcDream.App", "Rendering", "Shaders");
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private static string RepositoryRoot()
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{
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var directory = new DirectoryInfo(AppContext.BaseDirectory);
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while (directory is not null && !File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
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directory = directory.Parent;
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return directory?.FullName
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?? throw new InvalidOperationException("Could not locate repository root.");
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}
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}
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