feat(render) Campaign FW3.2b-2 step 1: the production leaf adapter

Additive, nothing invokes it yet (the cutover flip is step 2):

- WalkProductionLeafRenderer + RetailPViewPassExecutor.WalkLeaf: the
  walk driver's leaf turns over the SAME executor renderers the packed
  path uses today - DrawWalkSky (the per-slice sky block looped under
  one driver turn), DrawWalkTerrainSlice (the terrain block of
  DrawLandscapeSlice), per-cell shells via EnvCellRenderer,
  DrawWalkPunchFan (PortalDepthMaskRenderer far-Z, +ShellDrawLiftZ
  matching today's DrawPortalDepthWrite until FW3.3 retires it), the
  alpha barrier via FlushLandscapeAlphaFartherThan, and caller-supplied
  clear/seal actions (the renderer owns the pass scope). The cutover
  changes ORDER, never leaf mechanics.
- Punch fans now carry the ACTIVE VIEW INDEX end to end (retail pins
  building_view = Render::portal_view_num @0x0059f3bf for the whole
  two-pass walk; the fan clips by that view's slice planes):
  PortalPassSink.ActiveViewIndex -> IWalkEventSink.OnPunchGeometry ->
  IWalkFrameLeafRenderer.DrawPunchFan.
- The FW3.2b-2 rooting design is recorded in the plan (dual-compute
  split, LookInObject route filtered to dynamics, consumer
  re-pointing, gate list).

Suites: full Release build 0 warnings; Walk lane green; hermetic green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 14:40:24 +02:00
parent 035d7b0148
commit 1b59eae428
6 changed files with 234 additions and 10 deletions

View file

@ -0,0 +1,202 @@
using System.Numerics;
using AcDream.App.Rendering.Walk;
using AcDream.Core.Vfx;
namespace AcDream.App.Rendering;
/// <summary>Campaign FW3.2b-2 (step 1): the walk driver's leaf draws over
/// this executor's renderers. Same leaf mechanics as the packed slice
/// methods — the cutover changes ORDER only.</summary>
internal sealed partial class RetailPViewPassExecutor
{
/// <summary>The walk's single sky turn: retail draws GameSky once
/// inside <c>LScape::draw</c>, clipped by the active views; looping
/// today's per-slice scissor + terrain-clip block reproduces today's
/// pixels while the driver sees ONE turn.</summary>
internal void DrawWalkSky(
RetailPViewFrameInput frame, ClipFrameAssembly clipAssembly)
{
if (!frame.RenderSky)
return;
ReadOnlySpan<ClipViewSlice> slices = clipAssembly.OutsideViewSlices;
for (int sliceIndex = 0; sliceIndex < slices.Length; sliceIndex++)
{
ClipViewSlice slice = slices[sliceIndex];
bool scissor = BeginDoorwayScissor(slice.NdcAabb);
_surface.BindTerrainClip();
EnableClipDistances();
_sky?.RenderSky(
frame.Camera,
frame.CameraWorldPosition,
frame.DayFraction,
frame.ActiveDayGroup,
frame.SkyKeyframe,
frame.EnvironOverrideActive);
DisableClipDistances();
if (_particles is not null && _particleRenderer is not null)
{
_particleRenderer.Draw(
frame.Camera,
frame.CameraWorldPosition,
ParticleRenderPass.SkyPreScene);
}
if (scissor)
_surface.EndScissor();
}
}
/// <summary>The walk's per-slice terrain turn — the terrain block of
/// <c>DrawLandscapeSlice</c> (scissor + terrain clip + slice planes +
/// NDC AABB), without the sky/entity halves the walk owns separately.</summary>
internal void DrawWalkTerrainSlice(
RetailPViewFrameInput frame, ClipFrameAssembly clipAssembly, int sliceIndex)
{
ReadOnlySpan<ClipViewSlice> slices = clipAssembly.OutsideViewSlices;
if ((uint)sliceIndex >= (uint)slices.Length)
{
throw new ArgumentOutOfRangeException(
nameof(sliceIndex), sliceIndex,
$"walk terrain turn: slice {sliceIndex} of {slices.Length}");
}
ClipViewSlice slice = slices[sliceIndex];
bool scissor = BeginDoorwayScissor(slice.NdcAabb);
_surface.BindTerrainClip();
EnableClipDistances();
_terrainDiagnostics.Begin();
_terrain?.Draw(
frame.Camera,
frame.Frustum,
neverCullLandblockId: frame.PlayerLandblockId,
clipPlanes: slice.Planes,
ndcClipAabb: slice.NdcAabb);
_terrainDiagnostics.Complete();
DisableClipDistances();
if (scissor)
_surface.EndScissor();
}
/// <summary>The walk's punch-fan turn — <c>DrawPortalPolyInternal</c>
/// @0x0059bc90's far-Z punch through <c>PortalDepthMaskRenderer</c>,
/// clipped by the pinned view's slice planes (retail
/// <c>building_view</c> @0x0059f3bf). The +<c>ShellDrawLiftZ</c>
/// matches today's <c>DrawPortalDepthWrite</c> and retires with
/// FW3.3.</summary>
internal void DrawWalkPunchFan(
RetailPViewFrameInput frame,
ClipFrameAssembly clipAssembly,
WalkPolygon worldPolygon,
int activeViewIndex)
{
if (_portalDepthMask is null)
return;
Vector3[] vertices = worldPolygon.Vertices;
if (vertices.Length < 3)
return;
ReadOnlySpan<ClipViewSlice> slices = clipAssembly.OutsideViewSlices;
ReadOnlySpan<Vector4> planes = (uint)activeViewIndex < (uint)slices.Length
? slices[activeViewIndex].Planes
: default;
Span<Vector3> world = stackalloc Vector3[32];
int count = Math.Min(vertices.Length, world.Length);
for (int vertex = 0; vertex < count; vertex++)
{
world[vertex] = vertices[vertex];
world[vertex].Z += PortalVisibilityBuilder.ShellDrawLiftZ;
}
_portalDepthMask.DrawDepthFan(
world[..count],
frame.ViewProjection,
planes,
forceFarZ: true);
}
}
/// <summary>
/// Campaign FW stage FW3.2b-2 (step 1, additive): the production
/// <see cref="IWalkFrameLeafRenderer"/> over this executor's leaf renderers.
/// Constructed per frame by the FW3.2b-2 rooting (plan §FW3 "FW3.2b-2 —
/// the production rooting"); nothing invokes it until the static cutover
/// flips. Each member maps a <see cref="WalkFrameDriver"/> turn onto the
/// SAME leaf calls the packed path uses today, so the cutover changes
/// ORDER, never the leaf mechanics:
///
/// <list type="bullet">
/// <item><see cref="DrawSky"/> → the sky block of <c>DrawLandscapeSlice</c>,
/// looped over the active slices internally (retail draws GameSky once
/// inside <c>LScape::draw</c> clipped by the active views; the per-slice
/// scissor+clip here reproduces today's pixels while the driver still sees
/// ONE sky turn).</item>
/// <item><see cref="DrawTerrainSlice"/> → the terrain block of
/// <c>DrawLandscapeSlice</c> (scissor + terrain clip + slice planes).</item>
/// <item><see cref="DrawCellShell"/> → <c>EnvCellRenderer</c> opaque +
/// transparent-ordered for ONE cell (retail <c>DrawEnvCell</c>
/// @0x0059f170 draws per cell at its flood turn).</item>
/// <item><see cref="DrawPunchFan"/> → <c>PortalDepthMaskRenderer.DrawDepthFan</c>
/// with <c>forceFarZ</c>, clipped by the pinned view's slice planes
/// (retail <c>building_view</c> @0x0059f3bf). The +<c>ShellDrawLiftZ</c>
/// on the fan verts matches today's <c>DrawPortalDepthWrite</c> and
/// retires with FW3.3.</item>
/// <item><see cref="ClearInteriorDepth"/>/<see cref="DrawExitSeals"/> →
/// caller-supplied actions (the renderer owns the pass scope and the
/// root-flood seal iteration; the adapter only provides the turns).</item>
/// <item><see cref="AlphaBarrier"/> → <c>FlushLandscapeAlphaFartherThan</c>
/// (the <c>DrawBuilding</c> barrier; retail's flush-all
/// <c>FlushAlphaList(0f)</c> @0x0059f30b is the FW4 adjudication
/// candidate recorded on the driver's interface).</item>
/// </list>
/// </summary>
internal sealed class WalkProductionLeafRenderer : IWalkFrameLeafRenderer
{
private readonly RetailPViewPassExecutor _passes;
private readonly RetailPViewFrameInput _frame;
private readonly ClipFrameAssembly _clipAssembly;
private readonly Action _clearInteriorDepth;
private readonly Action _drawExitSeals;
private readonly HashSet<uint> _singleCellScratch = new();
private readonly List<uint> _singleCellListScratch = new();
internal WalkProductionLeafRenderer(
RetailPViewPassExecutor passes,
RetailPViewFrameInput frame,
ClipFrameAssembly clipAssembly,
Action clearInteriorDepth,
Action drawExitSeals)
{
_passes = passes ?? throw new ArgumentNullException(nameof(passes));
_frame = frame ?? throw new ArgumentNullException(nameof(frame));
_clipAssembly = clipAssembly;
_clearInteriorDepth = clearInteriorDepth
?? throw new ArgumentNullException(nameof(clearInteriorDepth));
_drawExitSeals = drawExitSeals
?? throw new ArgumentNullException(nameof(drawExitSeals));
}
public void DrawSky() => _passes.DrawWalkSky(_frame, _clipAssembly);
public void DrawTerrainSlice(int sliceIndex) =>
_passes.DrawWalkTerrainSlice(_frame, _clipAssembly, sliceIndex);
public void DrawCellShell(uint cellId)
{
_singleCellScratch.Clear();
_singleCellScratch.Add(cellId);
_passes.DrawOpaqueCellShells(_singleCellScratch);
if (_passes.CellHasTransparentShell(cellId))
{
_singleCellListScratch.Clear();
_singleCellListScratch.Add(cellId);
_passes.DrawTransparentCellShellsOrdered(_singleCellListScratch);
}
}
public void ClearInteriorDepth() => _clearInteriorDepth();
public void DrawExitSeals() => _drawExitSeals();
public void DrawPunchFan(WalkPolygon worldPolygon, int activeViewIndex) =>
_passes.DrawWalkPunchFan(_frame, _clipAssembly, worldPolygon, activeViewIndex);
public void AlphaBarrier(float viewerDistance) =>
_passes.FlushLandscapeAlphaFartherThan(viewerDistance);
}

View file

@ -114,7 +114,7 @@ internal interface IRenderFrameEntityPassExecutor
/// is written once; the four places it touches graphics state directly are owned
/// by <see cref="IWorldPassSurface"/>.
/// </summary>
internal sealed class RetailPViewPassExecutor :
internal sealed partial class RetailPViewPassExecutor :
IRetailPViewPassExecutor,
IRenderFrameEntityPassExecutor,
IOutdoorSceneParticleOwnerSource

View file

@ -212,6 +212,10 @@ public sealed class RetailFrameWalk
Vector3 viewpoint = ctx.ViewpointInBuilding(building);
for (int v = 0; v < viewCount; v++)
{
// Retail pins building_view = the CURRENT view for the whole
// two-pass walk (DrawMeshInternal @0x0059f3bf) — the punch fans
// it emits clip against THAT view, so the sink carries the index.
passSink.ActiveViewIndex = v;
ctx.SetActiveView(activeViews, v);
WalkBuildingPortals.BuildDrawPortalsOnly(
bsp, 1, viewpoint,
@ -257,6 +261,11 @@ public sealed class RetailFrameWalk
private sealed class PortalPassSink(WalkBuilding building, IWalkEventSink sink)
: WalkBuildingPortals.IWalkPortalPassSink
{
/// <summary>The view the two-pass walk is currently pinned to
/// (retail <c>building_view = Render::portal_view_num</c>
/// @0x0059f3bf) — punch fans clip against THIS view's slice.</summary>
public int ActiveViewIndex;
public void OnPunch(WalkPolygon polygon)
{
// The far-Z punch is a depth-only GPU submission (FW2's ordered
@ -264,7 +273,7 @@ public sealed class RetailFrameWalk
// FW3.2b-1): forward to the richer sink so a driver can flush +
// draw the punch fan — building-local space, world transform is
// the driver's job (WalkProductionFrameContext-style lookup).
sink.OnPunchGeometry(building, polygon);
sink.OnPunchGeometry(building, polygon, ActiveViewIndex);
}
public void OnDrawCells(WalkPView pview)

View file

@ -124,7 +124,15 @@ public interface IWalkEventSink
/// stayed a no-op through FW1/FW2 for exactly that reason). Default
/// no-op.
/// </summary>
void OnPunchGeometry(WalkBuilding building, WalkPolygon polygon) { }
/// <param name="building">The building whose portal walk emitted the
/// punch.</param>
/// <param name="polygon">The portal polygon, building-local.</param>
/// <param name="activeViewIndex">The active-view index the two-pass walk
/// is pinned to (retail <c>building_view</c> @0x0059f3bf) — the punch
/// fan clips against THIS view's slice planes in production.</param>
void OnPunchGeometry(
WalkBuilding building, WalkPolygon polygon, int activeViewIndex)
{ }
/// <summary>
/// Fires once per interior root, at the point <c>PView::DrawCells</c>

View file

@ -152,8 +152,11 @@ internal interface IWalkFrameLeafRenderer
/// the punch (a preceding cell's/building's contents — never this
/// building's OWN shell, which retail draws only after the whole portal
/// walk completes; see <see cref="WalkFrameDriver"/>'s type doc comment)
/// reaches the GPU first.</summary>
void DrawPunchFan(WalkPolygon worldPolygon);
/// reaches the GPU first. <paramref name="activeViewIndex"/> is the view
/// the emitting two-pass walk was pinned to (retail
/// <c>building_view = Render::portal_view_num</c> @0x0059f3bf) —
/// production clips the fan by that view's slice planes.</summary>
void DrawPunchFan(WalkPolygon worldPolygon, int activeViewIndex);
/// <summary><c>RetailAlphaQueue.FlushFartherThan</c>'s <c>DrawBuilding</c>
/// barrier — retail's own call site is
@ -424,7 +427,8 @@ internal sealed class WalkFrameDriver : IWalkEventSink
shell.Records, shell.TupleLandblockId, _cameraWorldPosition, _viewProjection);
}
void IWalkEventSink.OnPunchGeometry(WalkBuilding building, WalkPolygon polygon)
void IWalkEventSink.OnPunchGeometry(
WalkBuilding building, WalkPolygon polygon, int activeViewIndex)
{
ArgumentNullException.ThrowIfNull(building);
ArgumentNullException.ThrowIfNull(polygon);
@ -432,7 +436,8 @@ internal sealed class WalkFrameDriver : IWalkEventSink
FlushIfNonEmpty();
Matrix4x4 worldTransform = _worldData.GetBuildingWorldTransform(building);
_leafRenderer.DrawPunchFan(TransformToWorld(polygon, worldTransform));
_leafRenderer.DrawPunchFan(
TransformToWorld(polygon, worldTransform), activeViewIndex);
}
void IWalkEventSink.OnInteriorFloodDrawTurn(IReadOnlyList<uint> cells)