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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@ -21,11 +21,19 @@ string outDir = Path.Combine(AppContext.BaseDirectory, "out");
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Directory.CreateDirectory(outDir);
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Console.WriteLine($"outDir = {outDir}");
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// Original ask: 0x050016A4..0x050016A8. A4/A5/A7/A8 don't exist as files; widen
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// to 0x050016A0..0x050016AF to catch any related precip textures.
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var idList = new System.Collections.Generic.List<uint>();
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for (uint i = 0x050016A0; i <= 0x050016AF; i++) idList.Add(i);
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uint[] ids = idList.ToArray();
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uint[] ids;
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if (args.Length > 0)
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{
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ids = args.Select(ParseId).ToArray();
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}
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else
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{
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// Original ask: 0x050016A4..0x050016A8. A4/A5/A7/A8 don't exist as files; widen
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// to 0x050016A0..0x050016AF to catch any related precip textures.
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var idList = new System.Collections.Generic.List<uint>();
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for (uint i = 0x050016A0; i <= 0x050016AF; i++) idList.Add(i);
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ids = idList.ToArray();
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}
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(uint id, double densityFraction)? best = null;
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@ -35,15 +43,25 @@ foreach (var id in ids)
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Console.WriteLine($"=== 0x{id:X8} ===");
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RenderSurface? rs = null;
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uint lookupId = id;
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if (dats.TryGet<Surface>(id, out var surface) && surface is not null)
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{
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lookupId = (uint)surface.OrigTextureId;
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var color = surface.ColorValue is null
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? "null"
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: $"0x{surface.ColorValue.Alpha:X2}{surface.ColorValue.Red:X2}{surface.ColorValue.Green:X2}{surface.ColorValue.Blue:X2}";
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Console.WriteLine($" Surface descriptor, type={surface.Type}, color={color}, origTexture=0x{lookupId:X8}");
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}
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// SurfaceTexture wrapper (0x05xxxxxx) → first inner RenderSurface (0x06xxxxxx).
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if (dats.TryGet<SurfaceTexture>(id, out var st) && st is not null && st.Textures.Count > 0)
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if (dats.TryGet<SurfaceTexture>(lookupId, out var st) && st is not null && st.Textures.Count > 0)
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{
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uint rsid = (uint)st.Textures[0];
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Console.WriteLine($" SurfaceTexture wrapper, {st.Textures.Count} mip(s), first = 0x{rsid:X8}");
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if (dats.TryGet<RenderSurface>(rsid, out var inner) && inner is not null)
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rs = inner;
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}
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else if (dats.TryGet<RenderSurface>(id, out var direct) && direct is not null)
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else if (dats.TryGet<RenderSurface>(lookupId, out var direct) && direct is not null)
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{
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rs = direct;
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}
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@ -226,3 +244,11 @@ static uint Adler32(byte[] data)
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}
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return (b << 16) | a;
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}
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static uint ParseId(string text)
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{
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text = text.Trim();
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if (text.StartsWith("0x", StringComparison.OrdinalIgnoreCase))
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return Convert.ToUInt32(text[2..], 16);
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return Convert.ToUInt32(text, 16);
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}
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