feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the interior seals (live-verified by the user). Commits the session render-rewrite foundation together with the fixes that made it functional. - HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit); only its count is capped. CellViewDedupTests added. - Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey). - Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81 loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled). Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway, confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight): docs/research/2026-06-07-indoor-render-session-handoff.md. Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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27 changed files with 3635 additions and 814 deletions
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@ -120,7 +120,8 @@ public sealed unsafe class ParticleRenderer : IDisposable
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ParticleSystem particles,
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ICamera camera,
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Vector3 cameraWorldPos,
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ParticleRenderPass renderPass = ParticleRenderPass.Scene)
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ParticleRenderPass renderPass = ParticleRenderPass.Scene,
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Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter = null)
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{
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if (particles is null || camera is null)
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return;
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@ -128,7 +129,7 @@ public sealed unsafe class ParticleRenderer : IDisposable
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Matrix4x4.Invert(camera.View, out var invView);
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Vector3 cameraRight = Vector3.Normalize(new Vector3(invView.M11, invView.M12, invView.M13));
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Vector3 cameraUp = Vector3.Normalize(new Vector3(invView.M21, invView.M22, invView.M23));
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var draws = BuildDrawList(particles, cameraWorldPos, renderPass, cameraRight, cameraUp);
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var draws = BuildDrawList(particles, cameraWorldPos, renderPass, cameraRight, cameraUp, emitterFilter);
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if (draws.Count == 0)
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return;
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draws.Sort(static (a, b) => b.Instance.DistanceSq.CompareTo(a.Instance.DistanceSq));
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@ -174,13 +175,16 @@ public sealed unsafe class ParticleRenderer : IDisposable
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Vector3 cameraWorldPos,
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ParticleRenderPass renderPass,
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Vector3 cameraRight,
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Vector3 cameraUp)
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Vector3 cameraUp,
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Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter)
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{
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var draws = new List<ParticleDraw>(Math.Max(64, particles.ActiveParticleCount));
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foreach (var (em, idx) in particles.EnumerateLive())
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{
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if (em.RenderPass != renderPass)
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continue;
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if (emitterFilter is not null && !emitterFilter(em))
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continue;
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ref var p = ref em.Particles[idx];
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// `p.Position` is already in world coordinates: AttachLocal
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