fix #451: stabilize portal seam rendering
This commit is contained in:
parent
f6fe0f2a4f
commit
1d2f2f738f
29 changed files with 1650 additions and 239 deletions
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@ -39,6 +39,13 @@ public enum TerrainClipMode
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/// </summary>
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public readonly record struct ClipViewSlice(int Slot, Vector4 NdcAabb, Vector4[] Planes);
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/// <summary>
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/// Identifies one cell inside one nested building look-in. The same EnvCell can
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/// be reached by more than one building PView, so a cell id alone is not a
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/// sufficient routing key.
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/// </summary>
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public readonly record struct LookInClipCell(int FrameIndex, uint CellId);
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/// <summary>
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/// Result of <see cref="ClipFrameAssembler.Assemble"/>: populated clip buffers
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/// plus routing data consumed by the render orchestration.
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@ -57,6 +64,12 @@ public sealed class ClipFrameAssembly
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/// <summary>Full retail portal_view slices per visible cell.</summary>
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public Dictionary<uint, ClipViewSlice[]> CellIdToViewSlices { get; } = new();
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/// <summary>First drawable slice slot per nested look-in cell.</summary>
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public Dictionary<LookInClipCell, int> LookInCellToSlot { get; } = new();
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/// <summary>All retail portal_view slices per nested look-in cell.</summary>
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public Dictionary<LookInClipCell, ClipViewSlice[]> LookInCellToViewSlices { get; } = new();
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/// <summary>Full retail outside_view slices.</summary>
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public ClipViewSlice[] OutsideViewSlices { get; private set; } = System.Array.Empty<ClipViewSlice>();
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@ -93,6 +106,8 @@ public sealed class ClipFrameAssembly
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Frame = frame;
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foreach (ClipViewSlice[] slices in CellIdToViewSlices.Values)
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ReturnSlices(slices);
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foreach (ClipViewSlice[] slices in LookInCellToViewSlices.Values)
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ReturnSlices(slices);
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foreach (int[] slots in CellIdToViewSlots.Values)
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ReturnSlots(slots);
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if (OutsideViewSlices.Length != 0)
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@ -101,6 +116,8 @@ public sealed class ClipFrameAssembly
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CellIdToSlot.Clear();
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CellIdToViewSlots.Clear();
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CellIdToViewSlices.Clear();
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LookInCellToSlot.Clear();
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LookInCellToViewSlices.Clear();
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PerCellPlaneCounts.Clear();
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OutsideViewSlices = System.Array.Empty<ClipViewSlice>();
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SliceScratch.Clear();
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@ -363,6 +380,70 @@ public static class ClipFrameAssembler
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return assembly;
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}
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/// <summary>
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/// Appends the cell views used by nested <c>DrawBuilding -> DrawPortal</c>
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/// PViews to the already assembled frame. Retail installs each nested
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/// cell's own <c>portal_view</c> before drawing its shell and object list;
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/// these slots must therefore be published with the main frame before the
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/// first draw is recorded.
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/// </summary>
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public static void AppendLookInFrames(
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ClipFrame frame,
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IReadOnlyList<PortalVisibilityFrame> lookInFrames,
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ClipFrameAssembly assembly)
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{
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System.ArgumentNullException.ThrowIfNull(frame);
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System.ArgumentNullException.ThrowIfNull(lookInFrames);
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System.ArgumentNullException.ThrowIfNull(assembly);
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if (!ReferenceEquals(frame, assembly.Frame))
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throw new System.ArgumentException(
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"The look-in slots must be appended to the assembly's clip frame.",
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nameof(frame));
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for (int frameIndex = 0; frameIndex < lookInFrames.Count; frameIndex++)
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{
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PortalVisibilityFrame lookIn = lookInFrames[frameIndex];
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foreach (uint cellId in lookIn.OrderedVisibleCells)
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{
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if (!lookIn.CellViews.TryGetValue(cellId, out CellView? view))
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continue;
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List<ClipViewSlice> slices = assembly.SliceScratch;
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slices.Clear();
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foreach (ViewPolygon poly in view.Polygons)
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{
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ClipPlaneSet cps = ClipPlaneSet.From(poly);
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if (cps.IsNothingVisible)
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continue;
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int slot;
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Vector4[] planes;
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if (cps.Count > 0)
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{
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planes = cps.PlaneArray;
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slot = frame.AppendSlot(planes);
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}
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else
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{
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planes = System.Array.Empty<Vector4>();
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slot = 0;
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assembly.ScissorFallbacks++;
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}
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slices.Add(new ClipViewSlice(slot, AabbOf(poly), planes));
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}
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if (slices.Count == 0)
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continue;
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ClipViewSlice[] packed = assembly.CopySlices(slices);
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var key = new LookInClipCell(frameIndex, cellId);
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assembly.LookInCellToViewSlices.Add(key, packed);
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assembly.LookInCellToSlot.Add(key, packed[0].Slot);
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}
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}
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}
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private static Vector4 AabbOf(ViewPolygon poly) =>
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new(poly.MinX, poly.MinY, poly.MaxX, poly.MaxY);
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@ -99,7 +99,7 @@ internal sealed class AtmosphericFrameInputState : IAtmosphericWorldFrameSink
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_host.DeltaSeconds,
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_host.ViewportWidth,
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_host.ViewportHeight,
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IsOutdoor: world.Roots.RenderSky && !world.Roots.CameraInsideCell);
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IsOutdoor: world.Roots.IsAtmosphericallyOutdoor);
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_published = true;
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}
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@ -431,8 +431,7 @@ internal sealed class AtmosphericPostProcessGraph :
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var environment = new DirectionalShadowEnvironmentInput(
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PackEnabled: true,
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PortalOrLoginCoverVisible: foundation.PortalViewportVisible,
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PlayerInsideCell: world.Roots.PlayerInsideCell
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|| world.Roots.CameraInsideCell,
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PlayerInsideCell: world.Roots.PlayerOrCameraInsideEnclosedCell,
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source,
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foundation.Atmosphere,
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ActiveDayGroupMultiplier: Math.Clamp(
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@ -449,7 +448,7 @@ internal sealed class AtmosphericPostProcessGraph :
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// or deactivation can never leave a stale exclusion set applied to
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// the dispatcher (see FoliageWindExclusions's doc comment).
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worldMeshes.FoliageWindExclusions = _foliageWindExclusions;
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bool isOutdoor = world.Roots.RenderSky && !world.Roots.CameraInsideCell;
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bool isOutdoor = world.Roots.IsAtmosphericallyOutdoor;
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AtmosphericFrameBufferBinding shadowAtmosphericFrame =
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BuildShadowAtmosphericFrameBinding(frame, foundation.Atmosphere.Kind, isOutdoor);
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var input = new DirectionalSunShadowRenderInput(
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@ -210,8 +210,7 @@ internal class DeclaredFullscreenRenderPackGraph :
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var environment = new DirectionalShadowEnvironmentInput(
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PackEnabled: true,
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PortalOrLoginCoverVisible: foundation.PortalViewportVisible,
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PlayerInsideCell: world.Roots.PlayerInsideCell
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|| world.Roots.CameraInsideCell,
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PlayerInsideCell: world.Roots.PlayerOrCameraInsideEnclosedCell,
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source,
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foundation.Atmosphere,
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ActiveDayGroupMultiplier: Math.Clamp(
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@ -71,10 +71,8 @@ public sealed unsafe partial class ParticleRenderer
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private const uint QuadStrideBytes = 4 * sizeof(float);
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/// <summary>Floats per mesh-particle instance: a <c>mat4</c> plus an RGBA colour.</summary>
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internal const int MeshInstanceFloats = 20;
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private const uint MeshInstanceStrideBytes = MeshInstanceFloats * sizeof(float);
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private static readonly uint MeshInstanceStrideBytes =
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(uint)sizeof(MeshParticleGpuInstance);
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/// <summary>
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/// The billboard layout: the shared unit quad at vertex rate, and one
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@ -103,7 +101,8 @@ public sealed unsafe partial class ParticleRenderer
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// Location 6 is `in uint aTextureIndex` — an INTEGER shader input,
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// so R8G8B8A8's normalized cousin would be wrong in kind. It is one
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// 32-bit unsigned value; Float1 would reinterpret its bits.
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new GpuVertexAttribute(6, GpuVertexFormat.UInt1, 64, Binding: 1)));
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new GpuVertexAttribute(6, GpuVertexFormat.UInt1, 64, Binding: 1),
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new GpuVertexAttribute(7, GpuVertexFormat.UInt1, 68, Binding: 1)));
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/// <summary>
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/// The mesh-particle layout: the shared world-mesh vertex at vertex rate,
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@ -126,7 +125,8 @@ public sealed unsafe partial class ParticleRenderer
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new GpuVertexAttribute(4, GpuVertexFormat.Float4, 16, Binding: 1),
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new GpuVertexAttribute(5, GpuVertexFormat.Float4, 32, Binding: 1),
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new GpuVertexAttribute(6, GpuVertexFormat.Float4, 48, Binding: 1),
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new GpuVertexAttribute(7, GpuVertexFormat.Float4, 64, Binding: 1)));
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new GpuVertexAttribute(7, GpuVertexFormat.Float4, 64, Binding: 1),
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new GpuVertexAttribute(8, GpuVertexFormat.UInt1, 80, Binding: 1)));
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/// <summary>
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/// The RHI arm's constructor. No GL context, no <c>Shader</c>, no
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@ -340,22 +340,22 @@ public sealed unsafe partial class ParticleRenderer
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while (submission.Kind == ParticleSubmissionKind.Mesh
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&& _meshDrawListScratch[submission.DrawIndex].Key == meshKey);
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int neededFloats = _meshRunScratch.Count * MeshInstanceFloats;
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if (_meshInstanceScratch.Length < neededFloats)
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_meshInstanceScratch = new float[neededFloats + 256 * MeshInstanceFloats];
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int neededInstances = _meshRunScratch.Count;
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if (_meshInstanceScratch.Length < neededInstances)
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_meshInstanceScratch = new MeshParticleGpuInstance[neededInstances + 256];
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for (int instance = 0; instance < _meshRunScratch.Count; instance++)
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{
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WriteMeshGpuInstance(
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_meshInstanceScratch,
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instance * MeshInstanceFloats,
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ref _meshInstanceScratch[instance],
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_meshRunScratch[instance]);
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}
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GpuRingAllocation instances = WriteVertexRing<float>(
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GpuRingAllocation instances = WriteVertexRing<MeshParticleGpuInstance>(
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frame,
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_meshInstanceScratch.AsSpan(0, neededFloats));
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_meshInstanceScratch.AsSpan(0, neededInstances));
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DrawMeshBatchRhi(
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encoder,
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frame,
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global,
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batch,
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viewProjection,
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@ -384,7 +384,13 @@ public sealed unsafe partial class ParticleRenderer
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GpuRingAllocation ring = WriteVertexRing<BillboardGpuInstance>(
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frame,
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_instanceScratch.AsSpan(0, instances.Count));
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BindBillboardPipeline(encoder, viewProjection, additive, ring.Buffer, ring.OffsetBytes);
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BindBillboardPipeline(
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encoder,
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frame,
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viewProjection,
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additive,
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ring.Buffer,
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ring.OffsetBytes);
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encoder.DrawIndexed(
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(uint)QuadIndices.Length,
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(uint)instances.Count,
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@ -401,6 +407,7 @@ public sealed unsafe partial class ParticleRenderer
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/// </summary>
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private void BindBillboardPipeline(
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IGpuPassEncoder encoder,
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IGpuFrame frame,
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Matrix4x4 viewProjection,
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bool additive,
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IGpuBuffer instanceBuffer,
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@ -426,10 +433,15 @@ public sealed unsafe partial class ParticleRenderer
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encoder.BindVertexBuffer(0, _quadVertexBuffer!, 0);
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encoder.BindVertexBuffer(1, instanceBuffer, instanceOffsetBytes);
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encoder.BindIndexBuffer(_quadIndexBuffer!, 0, GpuIndexType.UInt32);
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WorldFrameSectionBinding.BindClipRegions(
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encoder,
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_scope!.Sections,
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frame);
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}
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private void DrawMeshBatchRhi(
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IGpuPassEncoder encoder,
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IGpuFrame frame,
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GlobalMeshBuffer global,
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ObjectRenderBatch batch,
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Matrix4x4 viewProjection,
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@ -472,6 +484,10 @@ public sealed unsafe partial class ParticleRenderer
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"The shared mesh arena has no index store."),
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0,
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GpuIndexType.UInt16);
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WorldFrameSectionBinding.BindClipRegions(
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encoder,
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_scope!.Sections,
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frame);
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encoder.DrawIndexed(
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(uint)batch.IndexCount,
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instanceCount,
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@ -520,9 +536,8 @@ public sealed unsafe partial class ParticleRenderer
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Array.Resize(ref _preparedInstanceOffsets, count + 256);
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if (_instanceScratch.Length < count)
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Array.Resize(ref _instanceScratch, count + 256);
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int neededMeshFloats = count * MeshInstanceFloats;
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if (_meshInstanceScratch.Length < neededMeshFloats)
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_meshInstanceScratch = new float[neededMeshFloats + 256 * MeshInstanceFloats];
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if (_meshInstanceScratch.Length < count)
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_meshInstanceScratch = new MeshParticleGpuInstance[count + 256];
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int billboardCount = 0;
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int meshCount = 0;
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@ -541,8 +556,7 @@ public sealed unsafe partial class ParticleRenderer
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{
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_preparedInstanceOffsets[i] = (uint)meshCount;
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WriteMeshGpuInstance(
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_meshInstanceScratch,
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meshCount++ * MeshInstanceFloats,
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ref _meshInstanceScratch[meshCount++],
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deferred.Mesh.Instance);
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}
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}
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@ -553,9 +567,9 @@ public sealed unsafe partial class ParticleRenderer
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_instanceScratch.AsSpan(0, billboardCount)))
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: default;
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_preparedMeshInstances = meshCount > 0
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? SectionOf(WriteVertexRing<float>(
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? SectionOf(WriteVertexRing<MeshParticleGpuInstance>(
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frame,
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_meshInstanceScratch.AsSpan(0, meshCount * MeshInstanceFloats)))
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_meshInstanceScratch.AsSpan(0, meshCount)))
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: default;
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_preparedAlphaCount = count;
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}
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@ -591,6 +605,7 @@ public sealed unsafe partial class ParticleRenderer
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{
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BindBillboardPipeline(
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encoder,
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RequireRhiFrame(),
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viewProjection,
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key.Additive,
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billboards,
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@ -632,6 +647,7 @@ public sealed unsafe partial class ParticleRenderer
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{
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DrawMeshBatchRhi(
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encoder,
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RequireRhiFrame(),
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global,
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batch,
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meshViewProjection,
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@ -47,6 +47,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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public readonly uint ColorArgb;
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public readonly AcDream.App.Rendering.Gpu.GpuTextureSlot TextureSlot;
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public readonly float DistanceSq;
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public readonly uint ClipSlot;
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public ParticleInstance(
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Vector3 position,
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@ -54,7 +55,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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Vector3 axisY,
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uint colorArgb,
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AcDream.App.Rendering.Gpu.GpuTextureSlot textureSlot,
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float distanceSq)
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float distanceSq,
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uint clipSlot)
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{
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Position = position;
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AxisX = axisX;
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@ -62,6 +64,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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ColorArgb = colorArgb;
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TextureSlot = textureSlot;
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DistanceSq = distanceSq;
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ClipSlot = clipSlot;
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}
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}
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@ -80,6 +83,16 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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public Vector4 AxisY;
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public Vector4 Color;
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public uint TextureIndex;
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public uint ClipSlot;
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}
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/// <summary>Vertex-instance ABI shared with particle_mesh.vert.</summary>
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[StructLayout(LayoutKind.Sequential)]
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internal struct MeshParticleGpuInstance
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{
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public Matrix4x4 Model;
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public Vector4 Color;
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public uint ClipSlot;
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}
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private readonly struct MeshParticleInstance
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@ -87,12 +100,18 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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public readonly Matrix4x4 Model;
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public readonly uint ColorArgb;
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public readonly float DistanceSq;
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public readonly uint ClipSlot;
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public MeshParticleInstance(Matrix4x4 model, uint colorArgb, float distanceSq)
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public MeshParticleInstance(
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Matrix4x4 model,
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uint colorArgb,
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float distanceSq,
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uint clipSlot)
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{
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Model = model;
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ColorArgb = colorArgb;
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DistanceSq = distanceSq;
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ClipSlot = clipSlot;
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}
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}
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@ -124,7 +143,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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internal (int SetCount, long CapacityBytes) DynamicBufferDiagnostics => (0, 0);
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private BillboardGpuInstance[] _instanceScratch = new BillboardGpuInstance[256];
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private float[] _meshInstanceScratch = new float[256 * 20];
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private MeshParticleGpuInstance[] _meshInstanceScratch = new MeshParticleGpuInstance[256];
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// MP-Alloc (2026-07-05): Draw() is called up to ~11 times per frame
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// (sky pre/post, scene, per-visible-cell, dynamics, unattached passes),
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@ -203,7 +222,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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cameraRight,
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cameraUp,
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emitterFilter,
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scopedEmitters: null);
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scopedEmitters: null,
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clipSlot: 0);
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FinishDraw(camera, renderPass);
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}
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@ -213,7 +233,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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ParticleRenderPass renderPass,
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IReadOnlySet<uint> attachedOwnerIds,
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bool includeUnattached = false,
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IReadOnlySet<uint>? excludedAttachedOwnerIds = null)
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IReadOnlySet<uint>? excludedAttachedOwnerIds = null,
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uint clipSlot = 0)
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{
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if (camera is null)
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return;
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@ -233,7 +254,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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cameraRight,
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cameraUp,
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emitterFilter: null,
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_scopedEmitterScratch);
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_scopedEmitterScratch,
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clipSlot);
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FinishDraw(camera, renderPass);
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}
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@ -332,7 +354,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
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Vector3 cameraRight,
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Vector3 cameraUp,
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Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter,
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IReadOnlyList<RuntimeParticleEmitter>? scopedEmitters)
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IReadOnlyList<RuntimeParticleEmitter>? scopedEmitters,
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uint clipSlot)
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{
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var draws = _drawListScratch;
|
||||
draws.Clear();
|
||||
|
|
@ -348,6 +371,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
|
|||
cameraWorldPos,
|
||||
cameraRight,
|
||||
cameraUp,
|
||||
clipSlot,
|
||||
ref sequence);
|
||||
}
|
||||
return;
|
||||
|
|
@ -356,7 +380,13 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
|
|||
foreach (RuntimeParticleEmitter emitter in _particles.EnumerateRenderableEmitters(renderPass))
|
||||
{
|
||||
if (emitterFilter is null || emitterFilter(emitter))
|
||||
AppendEmitterDraws(emitter, cameraWorldPos, cameraRight, cameraUp, ref sequence);
|
||||
AppendEmitterDraws(
|
||||
emitter,
|
||||
cameraWorldPos,
|
||||
cameraRight,
|
||||
cameraUp,
|
||||
clipSlot,
|
||||
ref sequence);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -365,6 +395,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
|
|||
Vector3 cameraWorldPos,
|
||||
Vector3 cameraRight,
|
||||
Vector3 cameraUp,
|
||||
uint clipSlot,
|
||||
ref int sequence)
|
||||
{
|
||||
List<ParticleDraw> draws = _drawListScratch;
|
||||
|
|
@ -385,7 +416,13 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
|
|||
uint gfxObjId = em.Desc.HwGfxObjId != 0 ? em.Desc.HwGfxObjId : em.Desc.GfxObjId;
|
||||
if (gfxObjId != 0
|
||||
&& ResolveGeometryKind(gfxObjId) == RetailParticleGeometryKind.FullMesh
|
||||
&& TryAppendMeshDraws(em, p, gfxObjId, cameraWorldPos, ref sequence))
|
||||
&& TryAppendMeshDraws(
|
||||
em,
|
||||
p,
|
||||
gfxObjId,
|
||||
cameraWorldPos,
|
||||
clipSlot,
|
||||
ref sequence))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
|
@ -483,7 +520,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
|
|||
axisY,
|
||||
p.ColorArgb,
|
||||
gfxInfo.TextureSlot,
|
||||
distSq)));
|
||||
distSq,
|
||||
clipSlot)));
|
||||
_submissionScratch.Add(new ParticleSubmission(
|
||||
ParticleSubmissionKind.Billboard,
|
||||
drawIndex,
|
||||
|
|
@ -497,6 +535,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
|
|||
Particle particle,
|
||||
uint gfxObjId,
|
||||
Vector3 cameraWorldPosition,
|
||||
uint clipSlot,
|
||||
ref int sequence)
|
||||
{
|
||||
if (_meshAdapter is null || !MeshParticlesAvailable)
|
||||
|
|
@ -520,7 +559,11 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
|
|||
model,
|
||||
cameraWorldPosition);
|
||||
float distanceSq = viewerDistance * viewerDistance;
|
||||
var instance = new MeshParticleInstance(model, particle.ColorArgb, distanceSq);
|
||||
var instance = new MeshParticleInstance(
|
||||
model,
|
||||
particle.ColorArgb,
|
||||
distanceSq,
|
||||
clipSlot);
|
||||
|
||||
for (int batchIndex = 0; batchIndex < renderData.Batches.Count; batchIndex++)
|
||||
{
|
||||
|
|
@ -581,35 +624,24 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
|
|||
TextureIndex = particle.TextureSlot.IsAssigned
|
||||
? particle.TextureSlot.Index
|
||||
: NoTextureSlot,
|
||||
ClipSlot = particle.ClipSlot,
|
||||
};
|
||||
}
|
||||
|
||||
private static void WriteMeshGpuInstance(
|
||||
float[] destination,
|
||||
int offset,
|
||||
ref MeshParticleGpuInstance destination,
|
||||
MeshParticleInstance instance)
|
||||
{
|
||||
Matrix4x4 model = instance.Model;
|
||||
destination[offset + 0] = model.M11;
|
||||
destination[offset + 1] = model.M12;
|
||||
destination[offset + 2] = model.M13;
|
||||
destination[offset + 3] = model.M14;
|
||||
destination[offset + 4] = model.M21;
|
||||
destination[offset + 5] = model.M22;
|
||||
destination[offset + 6] = model.M23;
|
||||
destination[offset + 7] = model.M24;
|
||||
destination[offset + 8] = model.M31;
|
||||
destination[offset + 9] = model.M32;
|
||||
destination[offset + 10] = model.M33;
|
||||
destination[offset + 11] = model.M34;
|
||||
destination[offset + 12] = model.M41;
|
||||
destination[offset + 13] = model.M42;
|
||||
destination[offset + 14] = model.M43;
|
||||
destination[offset + 15] = model.M44;
|
||||
destination[offset + 16] = ((instance.ColorArgb >> 16) & 0xFF) / 255f;
|
||||
destination[offset + 17] = ((instance.ColorArgb >> 8) & 0xFF) / 255f;
|
||||
destination[offset + 18] = (instance.ColorArgb & 0xFF) / 255f;
|
||||
destination[offset + 19] = ((instance.ColorArgb >> 24) & 0xFF) / 255f;
|
||||
destination = new MeshParticleGpuInstance
|
||||
{
|
||||
Model = instance.Model,
|
||||
Color = new Vector4(
|
||||
((instance.ColorArgb >> 16) & 0xFF) / 255f,
|
||||
((instance.ColorArgb >> 8) & 0xFF) / 255f,
|
||||
(instance.ColorArgb & 0xFF) / 255f,
|
||||
((instance.ColorArgb >> 24) & 0xFF) / 255f),
|
||||
ClipSlot = instance.ClipSlot,
|
||||
};
|
||||
}
|
||||
|
||||
private TranslucencyKind ResolveMeshBlend(ObjectRenderBatch batch)
|
||||
|
|
|
|||
|
|
@ -26,11 +26,21 @@ public sealed class PortalVisibilityFrame
|
|||
private int _processedViewCountsUnderusedFrames;
|
||||
private int _orderedVisibleCellsUnderusedFrames;
|
||||
private int _todoUnderusedFrames;
|
||||
private int _exteriorSeedPortalsUnderusedFrames;
|
||||
|
||||
internal PortalPolygonVertexStore PolygonVertices => _polygonVertices;
|
||||
internal int PolygonVertexAllocationCount => _polygonVertices.AllocationCount;
|
||||
internal int RetainedPolygonVertexArrayCount => _polygonVertices.RetainedArrayCount;
|
||||
|
||||
// Interior-root look-ins are constructed one building at a time. Keep
|
||||
// the source identity on the retained frame so the landscape pass can
|
||||
// pair retail's portal-only traversal with that building's own exterior
|
||||
// shell instead of repainting every nearby shell after every look-in.
|
||||
// Building ids are publication-local, so the landblock is part of the
|
||||
// identity. An unstamped building uses its seed cell id as the key.
|
||||
internal uint SourceBuildingKey { get; set; }
|
||||
internal uint SourceBuildingLandblockId { get; set; }
|
||||
|
||||
/// <summary>Screen region (NDC) where outdoor terrain/scenery may draw — exit portals
|
||||
/// recursively clipped to their portal chain. The cellar-flap fix.</summary>
|
||||
public CellView OutsideView { get; private set; } = new();
|
||||
|
|
@ -49,6 +59,15 @@ public sealed class PortalVisibilityFrame
|
|||
/// neighbour cell id that left the camera building's cell set (wire-in #3 / Step 5).</summary>
|
||||
public Dictionary<uint, CellView> CrossBuildingViews { get; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Exact outside-facing building portals that successfully seeded this
|
||||
/// exterior construction, together with the clipped view region produced
|
||||
/// by that portal. Retail's DrawBuilding pass punches these CBldPortal
|
||||
/// apertures themselves; it does not infer them later from every exit on a
|
||||
/// cell reached by the resulting flood.
|
||||
/// </summary>
|
||||
public List<ExteriorPortalSeed> ExteriorSeedPortals { get; } = new();
|
||||
|
||||
// Build scratch belongs to the frame so a caller that reuses a frame also reuses the large
|
||||
// hash tables and the 128-entry convergence trace. This is especially important outdoors,
|
||||
// where retail runs one small ConstructView flood per nearby building every frame.
|
||||
|
|
@ -114,6 +133,7 @@ public sealed class PortalVisibilityFrame
|
|||
int processedViewCount = ProcessedViewCountsScratch.Count;
|
||||
int orderedVisibleCellCount = OrderedVisibleCells.Count;
|
||||
int todoCount = TodoScratch.Count;
|
||||
int exteriorSeedPortalCount = ExteriorSeedPortals.Count;
|
||||
|
||||
if (OutsideView.IsRetainable)
|
||||
OutsideView.Reset();
|
||||
|
|
@ -121,9 +141,14 @@ public sealed class PortalVisibilityFrame
|
|||
OutsideView = new CellView();
|
||||
ReturnCellViews(CellViews);
|
||||
ReturnCellViews(CrossBuildingViews);
|
||||
for (int index = 0; index < ExteriorSeedPortals.Count; index++)
|
||||
ReturnCellView(ExteriorSeedPortals[index].View);
|
||||
CellViews.Clear();
|
||||
OrderedVisibleCells.Clear();
|
||||
CrossBuildingViews.Clear();
|
||||
ExteriorSeedPortals.Clear();
|
||||
SourceBuildingKey = 0;
|
||||
SourceBuildingLandblockId = 0;
|
||||
QueuedScratch.Clear();
|
||||
DrawListedScratch.Clear();
|
||||
ProcessedViewCountsScratch.Clear();
|
||||
|
|
@ -152,6 +177,10 @@ public sealed class PortalVisibilityFrame
|
|||
orderedVisibleCellCount,
|
||||
ref _orderedVisibleCellsUnderusedFrames);
|
||||
TrimIfCold(TodoScratch, todoCount, ref _todoUnderusedFrames);
|
||||
TrimIfCold(
|
||||
ExteriorSeedPortals,
|
||||
exteriorSeedPortalCount,
|
||||
ref _exteriorSeedPortalsUnderusedFrames);
|
||||
}
|
||||
|
||||
internal ViewPolygon CopyPolygon(ReadOnlySpan<Vector2> vertices)
|
||||
|
|
@ -178,11 +207,14 @@ public sealed class PortalVisibilityFrame
|
|||
private void ReturnCellViews(Dictionary<uint, CellView> views)
|
||||
{
|
||||
foreach (CellView view in views.Values)
|
||||
{
|
||||
view.Reset();
|
||||
if (view.IsRetainable && _cellViewPool.Count < MaxRetainedCellViews)
|
||||
_cellViewPool.Push(view);
|
||||
}
|
||||
ReturnCellView(view);
|
||||
}
|
||||
|
||||
private void ReturnCellView(CellView view)
|
||||
{
|
||||
view.Reset();
|
||||
if (view.IsRetainable && _cellViewPool.Count < MaxRetainedCellViews)
|
||||
_cellViewPool.Push(view);
|
||||
}
|
||||
|
||||
private static void TrimIfCold<TKey, TValue>(
|
||||
|
|
@ -243,6 +275,15 @@ public sealed class PortalVisibilityFrame
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// One outside-facing portal accepted as an exterior building-view seed.
|
||||
/// <paramref name="View"/> is the exact installed-view-clipped aperture.
|
||||
/// </summary>
|
||||
public readonly record struct ExteriorPortalSeed(
|
||||
uint CellId,
|
||||
int PortalIndex,
|
||||
CellView View);
|
||||
|
||||
public static class PortalVisibilityBuilder
|
||||
{
|
||||
// Side-classification epsilon. Retail's is F_EPSILON = 0.000199999995
|
||||
|
|
@ -710,10 +751,27 @@ public static class PortalVisibilityBuilder
|
|||
// ever built from a knife-edge aperture.
|
||||
if (i < cell.ClipPlanes.Count)
|
||||
{
|
||||
if (CameraOnInteriorSide(cell, i, cameraPos))
|
||||
continue;
|
||||
if (EyeInPlaneOfPortal(cell, i, cameraPos))
|
||||
continue;
|
||||
|
||||
// Do NOT reuse the ordinary EnvCell traversal tolerance
|
||||
// here. PortalSideEpsilon deliberately admits a 1 cm
|
||||
// stale-root margin, but retail ConstructView(CBldPortal)
|
||||
// classifies the seed with Sidedness's exact F_EPSILON
|
||||
// (0.0002 m). At Sanctuary the 0104 and 0106 exterior
|
||||
// planes coincide; the chase eye can sit ~4 mm outside the
|
||||
// opposite cathedral half while its EnvCell root remains
|
||||
// 0104. Applying the 1 cm margin calls that eye "inside"
|
||||
// 0106 and drops the entire look-in flood, exposing the
|
||||
// landscape/waterfall through half the cathedral.
|
||||
if (CameraOnInteriorSide(
|
||||
cell,
|
||||
i,
|
||||
cameraPos,
|
||||
SeedInPlaneEpsilon))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
float seedDistance = NearestPortalVertexDistance(poly, cell.WorldTransform, cameraPos);
|
||||
|
|
@ -741,6 +799,17 @@ public static class PortalVisibilityBuilder
|
|||
if (clippedRegion.Count == 0)
|
||||
continue;
|
||||
|
||||
// Preserve the exact CBldPortal that produced this view. The
|
||||
// renderer must punch only accepted seed apertures; iterating
|
||||
// every OtherCellId==0xFFFF portal on the reached cell turns a
|
||||
// single accepted opening into unrelated far-depth holes.
|
||||
var seedPortalView = frame.RentCellView();
|
||||
AddRegion(seedPortalView, clippedRegion);
|
||||
frame.ExteriorSeedPortals.Add(new ExteriorPortalSeed(
|
||||
cell.CellId,
|
||||
i,
|
||||
seedPortalView));
|
||||
|
||||
var seedView = GetOrCreate(frame, frame.CellViews, cell.CellId);
|
||||
bool grew = AddRegion(seedView, clippedRegion);
|
||||
|
||||
|
|
@ -1068,13 +1137,17 @@ public static class PortalVisibilityBuilder
|
|||
// InitCell leaves the in-plane case a CANDIDATE for cell portals (Ghidra
|
||||
// 0x005a4b70); building/exterior SEED portals additionally reject in-plane
|
||||
// via EyeInPlaneOfPortal (retail ConstructView(CBldPortal) IN_PLANE → 0).
|
||||
private static bool CameraOnInteriorSide(LoadedCell cell, int portalIndex, Vector3 cameraPos)
|
||||
private static bool CameraOnInteriorSide(
|
||||
LoadedCell cell,
|
||||
int portalIndex,
|
||||
Vector3 cameraPos,
|
||||
float epsilon = PortalSideEpsilon)
|
||||
{
|
||||
var plane = cell.ClipPlanes[portalIndex];
|
||||
if (plane.Normal.LengthSquared() < 1e-8f) return true; // no usable plane → allow
|
||||
var localCam = Vector3.Transform(cameraPos, cell.InverseWorldTransform);
|
||||
float dot = Vector3.Dot(plane.Normal, localCam) + plane.D;
|
||||
return plane.InsideSide == 0 ? dot >= -PortalSideEpsilon : dot <= PortalSideEpsilon;
|
||||
return plane.InsideSide == 0 ? dot >= -epsilon : dot <= epsilon;
|
||||
}
|
||||
|
||||
// T2 (BR-4): retail ConstructView(CBldPortal)'s Sidedness IN_PLANE reject
|
||||
|
|
|
|||
|
|
@ -134,6 +134,8 @@ internal sealed class RetailPViewPassExecutor :
|
|||
private readonly TerrainDrawDiagnosticsController _terrainDiagnostics;
|
||||
private readonly RetailPViewParticleClassifications _particleClassifications = new();
|
||||
private readonly HashSet<uint> _noSceneParticleEntityIds = [];
|
||||
private readonly Dictionary<uint, int> _singleCellClipRouting = new(1);
|
||||
private readonly Dictionary<uint, int> _noCellClipRouting = new(0);
|
||||
|
||||
/// <summary>
|
||||
/// Borrowed until the next late landscape pass. The outdoor-root post-world
|
||||
|
|
@ -207,6 +209,8 @@ internal sealed class RetailPViewPassExecutor :
|
|||
{
|
||||
List<Exception>? failures = null;
|
||||
TryAbort(_frameGlState.RestoreFrameDefaults);
|
||||
TryAbort(() => _envCells.SetClipRouting(null));
|
||||
TryAbort(_entities.ClearClipRouting);
|
||||
TryAbort(_particleClassifications.BeginFrame);
|
||||
TryAbort(_noSceneParticleEntityIds.Clear);
|
||||
if (failures is { Count: > 0 })
|
||||
|
|
@ -230,6 +234,11 @@ internal sealed class RetailPViewPassExecutor :
|
|||
ClipFrameAssembly reuseAssembly) =>
|
||||
ClipFrameAssembler.Assemble(_clipFrame, portalFrame, reuseAssembly);
|
||||
|
||||
public void AppendLookInClipFrames(
|
||||
IReadOnlyList<PortalVisibilityFrame> lookInFrames,
|
||||
ClipFrameAssembly assembly) =>
|
||||
ClipFrameAssembler.AppendLookInFrames(_clipFrame, lookInFrames, assembly);
|
||||
|
||||
public void PrepareClipFrame(int terrainUploadCount) =>
|
||||
_surface.PrepareClipFrame(terrainUploadCount);
|
||||
|
||||
|
|
@ -246,6 +255,24 @@ internal sealed class RetailPViewPassExecutor :
|
|||
_entities.ClearClipRouting();
|
||||
}
|
||||
|
||||
public void UseCellPortalViewRouting(uint cellId, ClipViewSlice slice)
|
||||
{
|
||||
_singleCellClipRouting.Clear();
|
||||
_singleCellClipRouting.Add(cellId, slice.Slot);
|
||||
_envCells.SetClipRouting(_singleCellClipRouting);
|
||||
// Retail DrawMesh only viewcone-checks an object's sphere under the
|
||||
// installed PortalList and then draws the mesh whole. Hard clipping the
|
||||
// object here slices a stationary player when the chase camera crosses
|
||||
// into the opposite cathedral cell while the player remains behind.
|
||||
_entities.ClearClipRouting();
|
||||
}
|
||||
|
||||
private void UseOutdoorPortalViewRouting(ClipViewSlice slice) =>
|
||||
_entities.SetClipRouting(
|
||||
_noCellClipRouting,
|
||||
outdoorSlot: slice.Slot,
|
||||
outdoorVisible: true);
|
||||
|
||||
public void PrepareCellBatches(
|
||||
RetailPViewFrameInput frame,
|
||||
HashSet<uint> visibleCellIds) =>
|
||||
|
|
@ -376,6 +403,7 @@ internal sealed class RetailPViewPassExecutor :
|
|||
|
||||
if (scissor)
|
||||
_surface.EndScissor();
|
||||
_entities.ClearClipRouting();
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
|
|
@ -418,8 +446,7 @@ internal sealed class RetailPViewPassExecutor :
|
|||
|
||||
_particleClassifications.ReplaceOutdoor(context.ParticleOwnerIds);
|
||||
|
||||
if (!frame.RootCell.IsOutdoorNode
|
||||
&& _particleClassifications.Outdoor.Count > 0
|
||||
if (_particleClassifications.Outdoor.Count > 0
|
||||
&& _particles is not null
|
||||
&& _particleRenderer is not null)
|
||||
{
|
||||
|
|
@ -427,7 +454,8 @@ internal sealed class RetailPViewPassExecutor :
|
|||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
ParticleRenderPass.Scene,
|
||||
_particleClassifications.Outdoor);
|
||||
_particleClassifications.Outdoor,
|
||||
clipSlot: (uint)context.Slice.Slot);
|
||||
}
|
||||
|
||||
EnableClipDistances();
|
||||
|
|
@ -456,6 +484,77 @@ internal sealed class RetailPViewPassExecutor :
|
|||
|
||||
if (scissor)
|
||||
_surface.EndScissor();
|
||||
_entities.ClearClipRouting();
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
public void DrawLandscapeStaticParticles(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewLandscapeStaticParticleContext context)
|
||||
{
|
||||
bool scissor = BeginDoorwayScissor(context.Slice.NdcAabb);
|
||||
_surface.BindTerrainClip();
|
||||
DisableClipDistances();
|
||||
|
||||
_particleClassifications.ReplaceOutdoor(context.ParticleOwnerIds);
|
||||
if (_particleClassifications.Outdoor.Count > 0
|
||||
&& _particles is not null
|
||||
&& _particleRenderer is not null)
|
||||
{
|
||||
_particleRenderer.DrawForOwners(
|
||||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
ParticleRenderPass.Scene,
|
||||
_particleClassifications.Outdoor,
|
||||
clipSlot: (uint)context.Slice.Slot);
|
||||
}
|
||||
|
||||
if (scissor)
|
||||
_surface.EndScissor();
|
||||
_entities.ClearClipRouting();
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
public void DrawLandscapeBuildingShellSlice(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewLandscapeBuildingShellSliceContext context)
|
||||
{
|
||||
UseOutdoorPortalViewRouting(context.Slice);
|
||||
bool scissor = BeginDoorwayScissor(context.Slice.NdcAabb);
|
||||
_surface.BindTerrainClip();
|
||||
DisableClipDistances();
|
||||
|
||||
if (context.EntityDraw is RenderFrameEntityDrawRequest request)
|
||||
{
|
||||
RenderFrameView drawView = request.View;
|
||||
_entities.DrawPackedProductionRoute(
|
||||
frame.Camera,
|
||||
in drawView,
|
||||
request.Route,
|
||||
request.RouteIndex,
|
||||
request.CellId,
|
||||
request.TupleLandblockId);
|
||||
}
|
||||
else if (context.BuildingShells.Count > 0)
|
||||
{
|
||||
var buildingEntry = (
|
||||
frame.PlayerLandblockId ?? 0u,
|
||||
Vector3.Zero,
|
||||
Vector3.Zero,
|
||||
context.BuildingShells,
|
||||
(IReadOnlyDictionary<uint, WorldEntity>?)null);
|
||||
_entities.Draw(
|
||||
frame.Camera,
|
||||
new[] { buildingEntry },
|
||||
frame.Frustum,
|
||||
neverCullLandblockId: frame.PlayerLandblockId,
|
||||
visibleCellIds: null,
|
||||
animatedEntityIds: frame.AnimatedEntityIds);
|
||||
}
|
||||
|
||||
if (scissor)
|
||||
_surface.EndScissor();
|
||||
_entities.ClearClipRouting();
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
|
|
@ -468,10 +567,13 @@ internal sealed class RetailPViewPassExecutor :
|
|||
|
||||
public void DrawLookInPortalPunch(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewCellSliceContext context) =>
|
||||
DrawPortalDepthWrite(context, frame, forceFarZ: true);
|
||||
RetailPViewCellSliceContext context,
|
||||
int portalIndex) =>
|
||||
DrawPortalDepthWrite(context, frame, forceFarZ: true, portalIndex);
|
||||
|
||||
public void DrawUnattachedSceneParticles(RetailPViewFrameInput frame)
|
||||
public void DrawUnattachedSceneParticles(
|
||||
RetailPViewFrameInput frame,
|
||||
ClipViewSlice slice)
|
||||
{
|
||||
if (_particles is null || _particleRenderer is null)
|
||||
return;
|
||||
|
|
@ -482,7 +584,8 @@ internal sealed class RetailPViewPassExecutor :
|
|||
frame.CameraWorldPosition,
|
||||
ParticleRenderPass.Scene,
|
||||
_noSceneParticleEntityIds,
|
||||
includeUnattached: true);
|
||||
includeUnattached: true,
|
||||
clipSlot: (uint)slice.Slot);
|
||||
}
|
||||
|
||||
public void FlushLandscapeAlpha() => _alpha.Flush();
|
||||
|
|
@ -509,7 +612,8 @@ internal sealed class RetailPViewPassExecutor :
|
|||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
ParticleRenderPass.Scene,
|
||||
visible);
|
||||
visible,
|
||||
clipSlot: (uint)context.Slice.Slot);
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
|
|
@ -552,7 +656,8 @@ internal sealed class RetailPViewPassExecutor :
|
|||
private void DrawPortalDepthWrite(
|
||||
RetailPViewCellSliceContext context,
|
||||
RetailPViewFrameInput frame,
|
||||
bool forceFarZ)
|
||||
bool forceFarZ,
|
||||
int? onlyPortalIndex = null)
|
||||
{
|
||||
// Retail D3DPolyRender::DrawPortalPolyInternal @ 0x0059BC90.
|
||||
// Main interior roots stamp true depth (seal); outdoor and look-in
|
||||
|
|
@ -566,6 +671,8 @@ internal sealed class RetailPViewPassExecutor :
|
|||
Span<Vector3> world = stackalloc Vector3[32];
|
||||
for (int index = 0; index < cell.Portals.Count; index++)
|
||||
{
|
||||
if (onlyPortalIndex.HasValue && index != onlyPortalIndex.Value)
|
||||
continue;
|
||||
if (cell.Portals[index].OtherCellId != 0xFFFF)
|
||||
continue;
|
||||
if (index >= cell.PortalPolygons.Count)
|
||||
|
|
|
|||
|
|
@ -50,8 +50,10 @@ public sealed class RetailPViewRenderer
|
|||
private readonly Stack<PortalVisibilityFrame> _lookInFramePool = new();
|
||||
private readonly HashSet<uint> _lookInPrepareScratch = new();
|
||||
|
||||
// #131/#132: the late landscape phase's scene-particle owner survivors
|
||||
// (statics + outside-stage dynamics passing the slice cone).
|
||||
// #131/#132: landscape scene-particle owner survivors. With building
|
||||
// look-ins, static owners use the pre-building alpha barrier and the late
|
||||
// phase contains only outside-stage dynamics; otherwise the late phase
|
||||
// carries both sets.
|
||||
private readonly HashSet<uint> _lateParticleOwnerScratch = new();
|
||||
private readonly HashSet<uint> _cellParticleOwnerScratch = new();
|
||||
private readonly HashSet<uint> _dynamicParticleOwnerScratch = new();
|
||||
|
|
@ -144,6 +146,7 @@ public sealed class RetailPViewRenderer
|
|||
var clipAssembly = passes.AssembleClipFrame(
|
||||
pvFrame,
|
||||
_clipAssemblyScratch);
|
||||
passes.AppendLookInClipFrames(_lookInFrames, clipAssembly);
|
||||
int terrainUploadCount = checked(1 + clipAssembly.OutsideViewSlices.Length * 2);
|
||||
passes.PrepareClipFrame(terrainUploadCount);
|
||||
|
||||
|
|
@ -413,6 +416,9 @@ public sealed class RetailPViewRenderer
|
|||
group, ctx.ViewerEyePos, ctx.Cells.Find, ctx.ViewProjection,
|
||||
OutdoorBuildingSeedDistance, pvFrame.OutsideView.Polygons,
|
||||
reuseFrame: frameScratch);
|
||||
LoadedCell sourceCell = group[0];
|
||||
frame.SourceBuildingKey = sourceCell.BuildingId ?? sourceCell.CellId;
|
||||
frame.SourceBuildingLandblockId = sourceCell.CellId & 0xFFFF0000u;
|
||||
if (frame.OrderedVisibleCells.Count > 0)
|
||||
_lookInFrames.Add(frame);
|
||||
else
|
||||
|
|
@ -454,65 +460,67 @@ public sealed class RetailPViewRenderer
|
|||
// then draw the flooded cells' shells + statics far→near (the nested
|
||||
// DrawCells' DrawEnvCell + DrawObjCellForDummies; its outside_view is
|
||||
// empty by construction — PView ctor draw_landscape=0 — so no recursive
|
||||
// landscape/clear/seal). Anything rasterized outside an aperture is
|
||||
// repainted by the root's own shells after the depth clear, so over-draw
|
||||
// here is color-safe; statics draw whole (the main viewcone has no entry
|
||||
// for look-in cells; over-include is the safe direction).
|
||||
// landscape/clear/seal). Retail CEnvCell::setup_view installs every cell's
|
||||
// nested portal_view before DrawEnvCell, while DrawMesh iterates that same
|
||||
// PortalList for cell objects. Preserve that per-slice gate here; drawing a
|
||||
// nested cell whole lets its floor, details, and emitters escape the authored
|
||||
// aperture even when the outer depth choreography is otherwise correct.
|
||||
private void DrawBuildingLookIns(
|
||||
RetailPViewFrameInput ctx,
|
||||
IRetailPViewPassExecutor passes,
|
||||
ClipFrameAssembly clipAssembly,
|
||||
InteriorEntityPartition.Result? partition,
|
||||
ViewconeCuller viewcone,
|
||||
IRenderFrameEntityPassExecutor? frameEntityPasses,
|
||||
in RenderFrameView frameView)
|
||||
{
|
||||
if (_lookInFrames.Count == 0)
|
||||
return;
|
||||
|
||||
foreach (var frame in _lookInFrames)
|
||||
int outsideSliceCount = clipAssembly.OutsideViewSlices.Length;
|
||||
int lookInRouteIndex = 0;
|
||||
for (int frameIndex = 0; frameIndex < _lookInFrames.Count; frameIndex++)
|
||||
{
|
||||
PortalVisibilityFrame frame = _lookInFrames[frameIndex];
|
||||
|
||||
// Retail enters DrawBuilding once per building and drains every
|
||||
// alpha submission accumulated by the preceding building before
|
||||
// punching the next building's portals. The first building uses
|
||||
// the pre-look-in barrier in DrawLandscapeThroughOutsideView.
|
||||
if (frameIndex > 0)
|
||||
passes.FlushLandscapeAlpha();
|
||||
|
||||
// Pass 1: far-Z punch every aperture of this building.
|
||||
foreach (uint cellId in frame.OrderedVisibleCells)
|
||||
foreach (ExteriorPortalSeed seed in frame.ExteriorSeedPortals)
|
||||
{
|
||||
if (!frame.CellViews.TryGetValue(cellId, out var view))
|
||||
continue;
|
||||
foreach (var poly in view.Polygons)
|
||||
foreach (var poly in seed.View.Polygons)
|
||||
{
|
||||
var cps = ClipPlaneSet.From(poly);
|
||||
if (cps.IsNothingVisible)
|
||||
continue;
|
||||
passes.DrawLookInPortalPunch(ctx, new RetailPViewCellSliceContext(
|
||||
cellId,
|
||||
seed.CellId,
|
||||
new ClipViewSlice(
|
||||
0,
|
||||
new Vector4(poly.MinX, poly.MinY, poly.MaxX, poly.MaxY),
|
||||
cps.PlaneArray),
|
||||
NoParticleOwners));
|
||||
NoParticleOwners),
|
||||
seed.PortalIndex);
|
||||
}
|
||||
}
|
||||
|
||||
// Pass 2: shells + statics, far→near.
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
|
||||
// Opaque shells batched per building into ONE Render (this building's
|
||||
// aperture punches above already ran; z-buffer handles order and
|
||||
// lighting is per-instance CellId-keyed) — was one heavy per-frame
|
||||
// Render per cell. Per-cell entity/particle work stays in the loop.
|
||||
_shellBatch.Clear();
|
||||
foreach (uint cid in frame.OrderedVisibleCells)
|
||||
_shellBatch.Add(cid);
|
||||
if (_shellBatch.Count > 0)
|
||||
passes.DrawOpaqueCellShells(_shellBatch);
|
||||
|
||||
// Pass 2: shells + objects, far→near, once per portal_view slice.
|
||||
for (int i = frame.OrderedVisibleCells.Count - 1; i >= 0; i--)
|
||||
{
|
||||
uint cellId = frame.OrderedVisibleCells[i];
|
||||
_oneCell.Clear();
|
||||
_oneCell.Add(cellId);
|
||||
// Opaque shell batched above. Transparent stays per-cell (far→near)
|
||||
// for correct compositing; skipped for opaque-only cells.
|
||||
if (passes.CellHasTransparentShell(cellId))
|
||||
passes.DrawTransparentCellShells(_oneCell);
|
||||
var clipKey = new LookInClipCell(frameIndex, cellId);
|
||||
if (!clipAssembly.LookInCellToViewSlices.TryGetValue(
|
||||
clipKey,
|
||||
out ClipViewSlice[]? cellSlices)
|
||||
|| cellSlices.Length == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_cellStaticScratch.Clear();
|
||||
if (partition is not null
|
||||
|
|
@ -528,8 +536,7 @@ public sealed class RetailPViewRenderer
|
|||
// post-clear they would z-fail against the root's seal anyway
|
||||
// (the #118 lesson). Retail draws a look-in cell's objects
|
||||
// inside the NESTED DrawCells (DrawObjCellForDummies,
|
||||
// pc:432878+), i.e. right here in the landscape stage. Drawn
|
||||
// WHOLE like the statics (AP-33's documented over-include).
|
||||
// pc:432878+), i.e. right here in the landscape stage.
|
||||
// No double-draw: dynamics-last keeps culling them (their
|
||||
// cell is absent from the main cone), and their emitters ride
|
||||
// the DrawCellParticles call below, not DrawDynamicsParticles
|
||||
|
|
@ -541,48 +548,154 @@ public sealed class RetailPViewRenderer
|
|||
_cellStaticScratch.Add(e);
|
||||
}
|
||||
|
||||
if (frameEntityPasses is not null)
|
||||
foreach (ClipViewSlice slice in cellSlices)
|
||||
{
|
||||
RenderFrameRouteOwnerSelector.Replace(
|
||||
_cellParticleOwnerScratch,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LookInObject,
|
||||
i,
|
||||
cellId);
|
||||
}
|
||||
else
|
||||
{
|
||||
ReplaceOwnerIds(
|
||||
_cellParticleOwnerScratch,
|
||||
_cellStaticScratch);
|
||||
}
|
||||
int routeIndex = lookInRouteIndex++;
|
||||
passes.UseCellPortalViewRouting(cellId, slice);
|
||||
_oneCell.Clear();
|
||||
_oneCell.Add(cellId);
|
||||
passes.DrawOpaqueCellShells(_oneCell);
|
||||
if (passes.CellHasTransparentShell(cellId))
|
||||
passes.DrawTransparentCellShells(_oneCell);
|
||||
|
||||
if (frameEntityPasses is not null
|
||||
|| _cellStaticScratch.Count > 0)
|
||||
{
|
||||
_candidateObserver?.ObservePViewBucket(
|
||||
CurrentRenderPViewRoute.LookInObject,
|
||||
i,
|
||||
cellId,
|
||||
_cellStaticScratch);
|
||||
DrawEntityRouteOrLegacy(
|
||||
ctx,
|
||||
passes,
|
||||
frameEntityPasses,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LookInObject,
|
||||
i,
|
||||
cellId,
|
||||
_cellStaticScratch,
|
||||
_oneCell);
|
||||
if (frameEntityPasses is not null)
|
||||
{
|
||||
RenderFrameRouteOwnerSelector.Replace(
|
||||
_cellParticleOwnerScratch,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LookInObject,
|
||||
routeIndex,
|
||||
cellId);
|
||||
}
|
||||
else
|
||||
{
|
||||
ReplaceOwnerIds(
|
||||
_cellParticleOwnerScratch,
|
||||
_cellStaticScratch);
|
||||
}
|
||||
|
||||
// The cell-particles pass for look-in cells — retail's
|
||||
// nested DrawCells draws objects WITH their emitters.
|
||||
foreach (var slice in GetCellSlicesOrNoClip(clipAssembly, cellId))
|
||||
if (frameEntityPasses is not null
|
||||
|| _cellStaticScratch.Count > 0)
|
||||
{
|
||||
_candidateObserver?.ObservePViewBucket(
|
||||
CurrentRenderPViewRoute.LookInObject,
|
||||
routeIndex,
|
||||
cellId,
|
||||
_cellStaticScratch);
|
||||
DrawEntityRouteOrLegacy(
|
||||
ctx,
|
||||
passes,
|
||||
frameEntityPasses,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LookInObject,
|
||||
routeIndex,
|
||||
cellId,
|
||||
_cellStaticScratch,
|
||||
_oneCell);
|
||||
|
||||
// The nested DrawCells object pass includes emitters and
|
||||
// retains the exact setup_view clip until alpha playback.
|
||||
passes.DrawCellParticles(ctx, new RetailPViewCellSliceContext(
|
||||
cellId, slice, _cellParticleOwnerScratch));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The ordinary exterior building shell is clipped by the outer
|
||||
// outside_view, not by the nested cell PortalList.
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
|
||||
// Retail's ordinary shell pass immediately follows this same
|
||||
// building's portal-only pass. Pair by the shell's authored
|
||||
// anchor EnvCell; never let an unrelated building repaint a
|
||||
// look-in merely because both happen to be nearby.
|
||||
int sliceIndex = 0;
|
||||
foreach (ClipViewSlice slice in clipAssembly.OutsideViewSlices)
|
||||
{
|
||||
int shellRouteIndex = LookInBuildingShellRouteIndex(
|
||||
frameIndex,
|
||||
outsideSliceCount,
|
||||
sliceIndex);
|
||||
_buildingShellScratch.Clear();
|
||||
if (partition is not null)
|
||||
{
|
||||
foreach (WorldEntity entity in partition.OutdoorStatic)
|
||||
{
|
||||
if (!entity.IsBuildingShell
|
||||
|| FindLookInFrameIndex(
|
||||
entity.BuildingShellAnchorCellId ?? 0,
|
||||
_lookInFrames,
|
||||
ctx.Cells) != frameIndex)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
EntitySphere(entity, out Vector3 center, out float radius);
|
||||
if (viewcone.SphereVisibleInOutsideSlice(
|
||||
sliceIndex,
|
||||
center,
|
||||
radius))
|
||||
{
|
||||
_buildingShellScratch.Add(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_candidateObserver?.ObservePViewBucket(
|
||||
CurrentRenderPViewRoute.LandscapeBuildingShell,
|
||||
shellRouteIndex,
|
||||
0,
|
||||
_buildingShellScratch);
|
||||
bool hasPackedShell = frameEntityPasses is not null
|
||||
&& HasExactRoute(
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LandscapeBuildingShell,
|
||||
shellRouteIndex,
|
||||
0);
|
||||
if (hasPackedShell || _buildingShellScratch.Count > 0)
|
||||
{
|
||||
RenderFrameEntityDrawRequest? shellDraw =
|
||||
frameEntityPasses is null
|
||||
? null
|
||||
: new RenderFrameEntityDrawRequest(
|
||||
frameView,
|
||||
RenderFrameCandidateRoute.LandscapeBuildingShell,
|
||||
shellRouteIndex,
|
||||
0,
|
||||
ctx.PlayerLandblockId ?? 0);
|
||||
passes.DrawLandscapeBuildingShellSlice(
|
||||
ctx,
|
||||
new RetailPViewLandscapeBuildingShellSliceContext(
|
||||
slice,
|
||||
_buildingShellScratch)
|
||||
{
|
||||
EntityDraw = shellDraw,
|
||||
});
|
||||
|
||||
_lateParticleOwnerScratch.Clear();
|
||||
if (frameEntityPasses is not null)
|
||||
{
|
||||
RenderFrameRouteOwnerSelector.Replace(
|
||||
_lateParticleOwnerScratch,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LandscapeBuildingShell,
|
||||
shellRouteIndex,
|
||||
0);
|
||||
}
|
||||
else
|
||||
{
|
||||
ReplaceOwnerIds(
|
||||
_lateParticleOwnerScratch,
|
||||
_buildingShellScratch);
|
||||
}
|
||||
passes.DrawLandscapeStaticParticles(
|
||||
ctx,
|
||||
new RetailPViewLandscapeStaticParticleContext(
|
||||
slice,
|
||||
_lateParticleOwnerScratch));
|
||||
}
|
||||
sliceIndex++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -598,18 +711,13 @@ public sealed class RetailPViewRenderer
|
|||
if (clipAssembly.OutsideViewSlices.Length == 0)
|
||||
return;
|
||||
|
||||
// #131/#132 (the FlushAlphaList deferral): retail collects ALL alpha
|
||||
// draws of the landscape stage and flushes them ONCE after LScape::draw
|
||||
// (D3DPolyRender::FlushAlphaList, DrawCells pc:432722) — so translucent
|
||||
// landscape content (portal swirl meshes, flame particles) composites
|
||||
// AFTER the building look-ins. Our dispatcher draws translucency inside
|
||||
// each Draw call, so the stage is split in TWO phases instead: EARLY =
|
||||
// sky + terrain + outdoor STATIC meshes (the look-in punches need their
|
||||
// depth to mark against, the #117 lesson); then the look-ins; then
|
||||
// LATE = outside-stage dynamics' meshes + ALL scene particles +
|
||||
// weather. Content drawn early and overlapped by a look-in aperture
|
||||
// was otherwise overpainted by the far interior (translucents write no
|
||||
// depth to protect themselves) — the portal-swirl/candle-flame class.
|
||||
// #131/#132: retail drains the remaining landscape alpha after
|
||||
// LScape::draw (DrawCells pc:432720), while each DrawBuilding is also
|
||||
// an earlier alpha barrier before its portal traversal (pc:427954).
|
||||
// Our dispatcher batches outdoor content, so the stage is split into:
|
||||
// EARLY sky/terrain/static meshes; an optional pre-look-in static-alpha
|
||||
// barrier; building look-ins; then LATE outside-stage dynamics,
|
||||
// remaining particles, and weather; followed by the outer flush.
|
||||
int probeSliceIndex = 0;
|
||||
foreach (var slice in clipAssembly.OutsideViewSlices)
|
||||
{
|
||||
|
|
@ -628,6 +736,14 @@ public sealed class RetailPViewRenderer
|
|||
{
|
||||
foreach (var e in partition.OutdoorStatic)
|
||||
{
|
||||
if (e.IsBuildingShell
|
||||
&& FindLookInFrameIndex(
|
||||
e.BuildingShellAnchorCellId ?? 0,
|
||||
_lookInFrames,
|
||||
ctx.Cells) >= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
EntitySphere(e, out var c, out float r);
|
||||
if (viewcone.SphereVisibleInOutsideSlice(
|
||||
probeSliceIndex,
|
||||
|
|
@ -663,15 +779,81 @@ public sealed class RetailPViewRenderer
|
|||
});
|
||||
}
|
||||
|
||||
// Retail DrawBuilding flushes every alpha submission accumulated before
|
||||
// the building immediately before its portal-only traversal
|
||||
// (RenderDeviceD3D::DrawBuilding pc:427954-427956). That barrier is
|
||||
// essential at open-air seams: foliage and static emitters encountered
|
||||
// before the building must not be flushed after the look-in cell floor
|
||||
// and repaint it. Our outdoor statics are one retained batch rather than
|
||||
// retail's BSP-by-building walk, so use one barrier before the first
|
||||
// look-in; DrawBuildingLookIns adds the corresponding barrier between
|
||||
// each later building pair. Submit the early static owners' particles
|
||||
// into the same alpha queue first; their mesh alpha was already
|
||||
// submitted by the EARLY entity route above.
|
||||
bool hasBuildingLookIns = _lookInFrames.Count > 0;
|
||||
if (hasBuildingLookIns)
|
||||
{
|
||||
int barrierSliceIndex = 0;
|
||||
foreach (var slice in clipAssembly.OutsideViewSlices)
|
||||
{
|
||||
// Ownerless outdoor emitters cannot ride an entity route. Retail
|
||||
// draws their meshes once for every installed outside_view;
|
||||
// retain that slot through deferred alpha playback.
|
||||
passes.DrawUnattachedSceneParticles(ctx, slice);
|
||||
|
||||
_lateParticleOwnerScratch.Clear();
|
||||
if (partition is not null)
|
||||
{
|
||||
foreach (var e in partition.OutdoorStatic)
|
||||
{
|
||||
if (e.IsBuildingShell
|
||||
&& FindLookInFrameIndex(
|
||||
e.BuildingShellAnchorCellId ?? 0,
|
||||
_lookInFrames,
|
||||
ctx.Cells) >= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
EntitySphere(e, out var c, out float r);
|
||||
if (viewcone.SphereVisibleInOutsideSlice(
|
||||
barrierSliceIndex,
|
||||
c,
|
||||
r))
|
||||
{
|
||||
_lateParticleOwnerScratch.Add(e.Id);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (frameEntityPasses is not null)
|
||||
{
|
||||
RenderFrameRouteOwnerSelector.Replace(
|
||||
_lateParticleOwnerScratch,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LandscapeOutdoorStatic,
|
||||
barrierSliceIndex,
|
||||
0);
|
||||
}
|
||||
|
||||
passes.DrawLandscapeStaticParticles(
|
||||
ctx,
|
||||
new RetailPViewLandscapeStaticParticleContext(
|
||||
slice,
|
||||
_lateParticleOwnerScratch));
|
||||
barrierSliceIndex++;
|
||||
}
|
||||
passes.FlushLandscapeAlpha();
|
||||
}
|
||||
|
||||
// #124: far-building look-ins draw HERE — still inside the landscape
|
||||
// stage (their punches mark against the terrain/exterior depth just
|
||||
// drawn), strictly BEFORE the depth clear + seals below, matching
|
||||
// drawn), strictly BEFORE the outer depth clear + seals below, matching
|
||||
// retail's LScape::draw placement (DrawCells pc:432719 vs 432732/432785).
|
||||
DrawBuildingLookIns(
|
||||
ctx,
|
||||
passes,
|
||||
clipAssembly,
|
||||
partition,
|
||||
viewcone,
|
||||
frameEntityPasses,
|
||||
in frameView);
|
||||
|
||||
|
|
@ -687,8 +869,8 @@ public sealed class RetailPViewRenderer
|
|||
passes.ClearClipRouting();
|
||||
|
||||
_outdoorStaticScratch.Clear(); // late: dynamics survivors
|
||||
_lateParticleOwnerScratch.Clear(); // late: statics + dynamics survivors
|
||||
if (partition is not null)
|
||||
_lateParticleOwnerScratch.Clear(); // late: dynamics, plus statics without look-ins
|
||||
if (!hasBuildingLookIns && partition is not null)
|
||||
{
|
||||
foreach (var e in partition.OutdoorStatic)
|
||||
{
|
||||
|
|
@ -712,12 +894,19 @@ public sealed class RetailPViewRenderer
|
|||
}
|
||||
if (frameEntityPasses is not null)
|
||||
{
|
||||
RenderFrameRouteOwnerSelector.Replace(
|
||||
_lateParticleOwnerScratch,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LandscapeOutdoorStatic,
|
||||
probeSliceIndex,
|
||||
0);
|
||||
if (hasBuildingLookIns)
|
||||
{
|
||||
_lateParticleOwnerScratch.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderFrameRouteOwnerSelector.Replace(
|
||||
_lateParticleOwnerScratch,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LandscapeOutdoorStatic,
|
||||
probeSliceIndex,
|
||||
0);
|
||||
}
|
||||
RenderFrameRouteOwnerSelector.Union(
|
||||
_lateParticleOwnerScratch,
|
||||
in frameView,
|
||||
|
|
@ -753,13 +942,19 @@ public sealed class RetailPViewRenderer
|
|||
|
||||
// #131: UNATTACHED emitters (AttachedObjectId == 0 — portal swirls,
|
||||
// campfires, ground effects anchored at a position) have no owner id
|
||||
// to ride any of the id-filtered particle passes. The outdoor root
|
||||
// has the dedicated T3 pass for them; an INTERIOR root had NO pass
|
||||
// at all. Draw them ONCE per frame (not per slice — alpha particles
|
||||
// must not double-draw, the #121 lesson), at the END of the landscape
|
||||
// stage: after the clear they would z-fail against the doorway seal.
|
||||
if (!ctx.RootCell.IsOutdoorNode)
|
||||
passes.DrawUnattachedSceneParticles(ctx);
|
||||
// to ride any of the id-filtered particle passes. Draw once per
|
||||
// installed outside_view for BOTH root kinds, matching retail's
|
||||
// landscape-stage placement and preserving the slot in each deferred
|
||||
// draw. The former outdoor-root post-world tail ran after building
|
||||
// cells and let exterior alpha repaint the cathedral transition.
|
||||
// With no look-ins they drain at the end of the landscape stage; the
|
||||
// look-in path submits them at its pre-building barrier so later opaque
|
||||
// cell floors can cover them.
|
||||
if (!hasBuildingLookIns)
|
||||
{
|
||||
foreach (ClipViewSlice slice in clipAssembly.OutsideViewSlices)
|
||||
passes.DrawUnattachedSceneParticles(ctx, slice);
|
||||
}
|
||||
|
||||
// Retail PView::DrawCells 0x005A4872 drains the landscape alpha list
|
||||
// immediately after LScape::draw and before the optional depth clear.
|
||||
|
|
@ -779,6 +974,58 @@ public sealed class RetailPViewRenderer
|
|||
passes.UseIndoorMembershipOnlyRouting();
|
||||
}
|
||||
|
||||
internal static int LookInBuildingShellRouteIndex(
|
||||
int frameIndex,
|
||||
int outsideSliceCount,
|
||||
int sliceIndex) =>
|
||||
checked((frameIndex * outsideSliceCount) + sliceIndex);
|
||||
|
||||
internal static int FindLookInFrameIndex(
|
||||
uint buildingShellAnchorCellId,
|
||||
IReadOnlyList<PortalVisibilityFrame> lookInFrames,
|
||||
IRetailPViewCellSource cells)
|
||||
{
|
||||
if (buildingShellAnchorCellId == 0)
|
||||
return -1;
|
||||
|
||||
LoadedCell? anchorCell = cells.Find(buildingShellAnchorCellId);
|
||||
if (anchorCell is null)
|
||||
return -1;
|
||||
|
||||
uint buildingKey = anchorCell.BuildingId ?? anchorCell.CellId;
|
||||
uint landblockId = anchorCell.CellId & 0xFFFF0000u;
|
||||
for (int frameIndex = 0; frameIndex < lookInFrames.Count; frameIndex++)
|
||||
{
|
||||
PortalVisibilityFrame frame = lookInFrames[frameIndex];
|
||||
if (frame.SourceBuildingKey == buildingKey
|
||||
&& frame.SourceBuildingLandblockId == landblockId)
|
||||
{
|
||||
return frameIndex;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
private static bool HasExactRoute(
|
||||
in RenderFrameView view,
|
||||
RenderFrameCandidateRoute route,
|
||||
int routeIndex,
|
||||
uint cellId)
|
||||
{
|
||||
foreach (RenderFrameCandidateRange range in view.RouteRanges)
|
||||
{
|
||||
if (range.Route == route
|
||||
&& range.RouteIndex == routeIndex
|
||||
&& range.CellId == cellId
|
||||
&& range.Count > 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private void DrawExitPortalMasks(
|
||||
RetailPViewFrameInput ctx,
|
||||
IRetailPViewPassExecutor passes,
|
||||
|
|
@ -1180,6 +1427,7 @@ public sealed class RetailPViewRenderer
|
|||
|
||||
// T3 scratch lists (render thread only; cleared per use).
|
||||
private readonly List<WorldEntity> _outdoorStaticScratch = new();
|
||||
private readonly List<WorldEntity> _buildingShellScratch = new();
|
||||
private readonly List<WorldEntity> _cellStaticScratch = new();
|
||||
private readonly List<WorldEntity> _dynamicsScratch = new();
|
||||
// #118: dynamics assigned to the OUTSIDE stage this frame (interior roots
|
||||
|
|
@ -1343,10 +1591,14 @@ public interface IRetailPViewPassExecutor
|
|||
ClipFrameAssembly AssembleClipFrame(
|
||||
PortalVisibilityFrame portalFrame,
|
||||
ClipFrameAssembly reuseAssembly);
|
||||
void AppendLookInClipFrames(
|
||||
IReadOnlyList<PortalVisibilityFrame> lookInFrames,
|
||||
ClipFrameAssembly assembly);
|
||||
void PrepareClipFrame(int terrainUploadCount);
|
||||
void SetTerrainClip(ReadOnlySpan<Vector4> planes);
|
||||
void ClearClipRouting();
|
||||
void UseIndoorMembershipOnlyRouting();
|
||||
void UseCellPortalViewRouting(uint cellId, ClipViewSlice slice);
|
||||
void PrepareCellBatches(
|
||||
RetailPViewFrameInput frame,
|
||||
HashSet<uint> visibleCellIds);
|
||||
|
|
@ -1363,11 +1615,22 @@ public interface IRetailPViewPassExecutor
|
|||
ClipViewSlice slice,
|
||||
int sliceIndex);
|
||||
void DrawLandscapeSlice(RetailPViewFrameInput frame, RetailPViewLandscapeSliceContext context);
|
||||
void DrawLandscapeStaticParticles(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewLandscapeStaticParticleContext context);
|
||||
void DrawLandscapeBuildingShellSlice(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewLandscapeBuildingShellSliceContext context);
|
||||
void DrawLandscapeSliceLate(RetailPViewFrameInput frame, RetailPViewLandscapeLateSliceContext context);
|
||||
void ClearInteriorDepth();
|
||||
void DrawExitPortalMask(RetailPViewFrameInput frame, RetailPViewCellSliceContext context);
|
||||
void DrawLookInPortalPunch(RetailPViewFrameInput frame, RetailPViewCellSliceContext context);
|
||||
void DrawUnattachedSceneParticles(RetailPViewFrameInput frame);
|
||||
void DrawLookInPortalPunch(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewCellSliceContext context,
|
||||
int portalIndex);
|
||||
void DrawUnattachedSceneParticles(
|
||||
RetailPViewFrameInput frame,
|
||||
ClipViewSlice slice);
|
||||
void FlushLandscapeAlpha();
|
||||
void DrawCellParticles(RetailPViewFrameInput frame, RetailPViewCellSliceContext context);
|
||||
void DrawDynamicsParticles(RetailPViewFrameInput frame, IReadOnlySet<uint> ownerIds);
|
||||
|
|
@ -1690,9 +1953,27 @@ public readonly record struct RetailPViewLandscapeSliceContext(
|
|||
internal RenderFrameEntityDrawRequest? EntityDraw { get; init; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Outdoor-static emitters submitted at retail's pre-building alpha barrier.
|
||||
/// Mesh alpha for the same owners is already queued by the early landscape
|
||||
/// entity route.
|
||||
/// </summary>
|
||||
public readonly record struct RetailPViewLandscapeStaticParticleContext(
|
||||
ClipViewSlice Slice,
|
||||
IReadOnlySet<uint> ParticleOwnerIds);
|
||||
|
||||
/// <summary>Retail DrawBuilding's ordinary exterior-shell pass, issued after
|
||||
/// the same building's portal-only look-in traversal.</summary>
|
||||
public readonly record struct RetailPViewLandscapeBuildingShellSliceContext(
|
||||
ClipViewSlice Slice,
|
||||
IReadOnlyList<WorldEntity> BuildingShells)
|
||||
{
|
||||
internal RenderFrameEntityDrawRequest? EntityDraw { get; init; }
|
||||
}
|
||||
|
||||
/// <summary>#131/#132: the late landscape phase's per-slice payload —
|
||||
/// outside-stage dynamics to mesh-draw, plus the full scene-particle owner
|
||||
/// set (statics + dynamics cone survivors) the attached-emitter filter keys on.</summary>
|
||||
/// outside-stage dynamics to mesh-draw, plus the particle owners not already
|
||||
/// submitted at a pre-building barrier.</summary>
|
||||
public readonly record struct RetailPViewLandscapeLateSliceContext(
|
||||
ClipViewSlice Slice,
|
||||
IReadOnlyList<WorldEntity> Dynamics,
|
||||
|
|
|
|||
|
|
@ -30,6 +30,7 @@ internal readonly record struct CurrentRenderProjectionFingerprint(
|
|||
internal enum CurrentRenderPViewRoute : byte
|
||||
{
|
||||
LandscapeOutdoorStatic,
|
||||
LandscapeBuildingShell,
|
||||
LandscapeOutsideDynamic,
|
||||
LookInObject,
|
||||
CellStatic,
|
||||
|
|
|
|||
|
|
@ -13,6 +13,7 @@ internal enum RenderFrameBlendClass : byte
|
|||
internal enum RenderFrameCandidateRoute : byte
|
||||
{
|
||||
LandscapeOutdoorStatic,
|
||||
LandscapeBuildingShell,
|
||||
LandscapeOutsideDynamic,
|
||||
LookInObject,
|
||||
CellStatic,
|
||||
|
|
|
|||
|
|
@ -992,6 +992,8 @@ internal sealed class RenderScenePViewFrameProductController :
|
|||
{
|
||||
CurrentRenderPViewRoute.LandscapeOutdoorStatic =>
|
||||
RenderFrameCandidateRoute.LandscapeOutdoorStatic,
|
||||
CurrentRenderPViewRoute.LandscapeBuildingShell =>
|
||||
RenderFrameCandidateRoute.LandscapeBuildingShell,
|
||||
CurrentRenderPViewRoute.LandscapeOutsideDynamic =>
|
||||
RenderFrameCandidateRoute.LandscapeOutsideDynamic,
|
||||
CurrentRenderPViewRoute.LookInObject =>
|
||||
|
|
@ -1157,7 +1159,21 @@ internal sealed class RenderScenePViewFrameBuilder
|
|||
LoadSceneIndices(input.Scene);
|
||||
|
||||
BuildOutdoorRoutes(writer, in input);
|
||||
BuildLookInRoutes(writer, in input);
|
||||
int lookInRouteIndex = 0;
|
||||
for (int frameIndex = 0;
|
||||
frameIndex < input.LookInFrames.Count;
|
||||
frameIndex++)
|
||||
{
|
||||
BuildLookInRoutes(
|
||||
writer,
|
||||
in input,
|
||||
frameIndex,
|
||||
ref lookInRouteIndex);
|
||||
BuildLookInBuildingShellRoutes(
|
||||
writer,
|
||||
in input,
|
||||
frameIndex);
|
||||
}
|
||||
BuildOutsideDynamicRoutes(writer, in input);
|
||||
BuildCellStaticRoute(writer, in input);
|
||||
BuildDynamicLastRoute(writer, in input);
|
||||
|
|
@ -1279,6 +1295,14 @@ internal sealed class RenderScenePViewFrameBuilder
|
|||
for (int i = 0; i < _outdoorCount; i++)
|
||||
{
|
||||
RenderProjectionRecord record = _outdoor[i];
|
||||
if (record.EntityPayload.IsBuildingShell
|
||||
&& RetailPViewRenderer.FindLookInFrameIndex(
|
||||
record.Source.BuildingShellAnchorCellId,
|
||||
input.LookInFrames,
|
||||
input.Cells) >= 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
Sphere(in record, out Vector3 center, out float radius);
|
||||
if (!input.Viewcone.SphereVisibleInOutsideSlice(
|
||||
sliceIndex,
|
||||
|
|
@ -1304,22 +1328,84 @@ internal sealed class RenderScenePViewFrameBuilder
|
|||
}
|
||||
}
|
||||
|
||||
private void BuildLookInBuildingShellRoutes(
|
||||
RenderFrameWriter writer,
|
||||
in RenderScenePViewBuildInput input,
|
||||
int frameIndex)
|
||||
{
|
||||
int sliceCount = input.ClipAssembly.OutsideViewSlices.Length;
|
||||
for (int sliceIndex = 0; sliceIndex < sliceCount; sliceIndex++)
|
||||
{
|
||||
int count = 0;
|
||||
EnsureCapacity(ref _survivors, _outdoorCount);
|
||||
for (int i = 0; i < _outdoorCount; i++)
|
||||
{
|
||||
RenderProjectionRecord record = _outdoor[i];
|
||||
if (!record.EntityPayload.IsBuildingShell
|
||||
|| RetailPViewRenderer.FindLookInFrameIndex(
|
||||
record.Source.BuildingShellAnchorCellId,
|
||||
input.LookInFrames,
|
||||
input.Cells) != frameIndex)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Sphere(in record, out Vector3 center, out float radius);
|
||||
if (!input.Viewcone.SphereVisibleInOutsideSlice(
|
||||
sliceIndex,
|
||||
in center,
|
||||
radius))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_survivors[count++] = record;
|
||||
writer.AddOutdoor(in record);
|
||||
AddProjection(
|
||||
writer,
|
||||
in record,
|
||||
input.AnimatedEntityIds);
|
||||
}
|
||||
|
||||
int routeIndex =
|
||||
RetailPViewRenderer.LookInBuildingShellRouteIndex(
|
||||
frameIndex,
|
||||
sliceCount,
|
||||
sliceIndex);
|
||||
writer.AddRouteRange(
|
||||
RenderFrameCandidateRoute.LandscapeBuildingShell,
|
||||
routeIndex,
|
||||
0,
|
||||
_survivors.AsSpan(0, count));
|
||||
}
|
||||
}
|
||||
|
||||
private void BuildLookInRoutes(
|
||||
RenderFrameWriter writer,
|
||||
in RenderScenePViewBuildInput input)
|
||||
in RenderScenePViewBuildInput input,
|
||||
int frameIndex,
|
||||
ref int routeIndex)
|
||||
{
|
||||
for (int frameIndex = 0;
|
||||
frameIndex < input.LookInFrames.Count;
|
||||
frameIndex++)
|
||||
PortalVisibilityFrame frame = input.LookInFrames[frameIndex];
|
||||
for (int i = frame.OrderedVisibleCells.Count - 1; i >= 0; i--)
|
||||
{
|
||||
PortalVisibilityFrame frame = input.LookInFrames[frameIndex];
|
||||
for (int i = frame.OrderedVisibleCells.Count - 1; i >= 0; i--)
|
||||
uint cellId = frame.OrderedVisibleCells[i];
|
||||
var clipKey = new LookInClipCell(frameIndex, cellId);
|
||||
if (!input.ClipAssembly.LookInCellToViewSlices.TryGetValue(
|
||||
clipKey,
|
||||
out ClipViewSlice[]? slices)
|
||||
|| slices.Length == 0)
|
||||
{
|
||||
uint cellId = frame.OrderedVisibleCells[i];
|
||||
int count = LoadCell(
|
||||
input.Scene,
|
||||
cellId,
|
||||
includeDynamics: true);
|
||||
continue;
|
||||
}
|
||||
|
||||
int count = LoadCell(
|
||||
input.Scene,
|
||||
cellId,
|
||||
includeDynamics: true);
|
||||
for (int sliceIndex = 0; sliceIndex < slices.Length; sliceIndex++)
|
||||
{
|
||||
int currentRouteIndex = routeIndex++;
|
||||
if (count == 0)
|
||||
continue;
|
||||
|
||||
|
|
@ -1330,7 +1416,7 @@ internal sealed class RenderScenePViewFrameBuilder
|
|||
input.AnimatedEntityIds);
|
||||
writer.AddRouteRange(
|
||||
RenderFrameCandidateRoute.LookInObject,
|
||||
i,
|
||||
currentRouteIndex,
|
||||
cellId,
|
||||
_cell.AsSpan(0, count));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -14,6 +14,23 @@ layout(location = 5) in vec4 aColor;
|
|||
// (ACDREAM_TEXTURE_HANDLE, injected by
|
||||
// tools/ShaderCompiler/VulkanGlslPreamble.cs).
|
||||
layout(location = 6) in uint aTextureIndex;
|
||||
layout(location = 7) in uint aClipSlot;
|
||||
|
||||
struct CellClip {
|
||||
uint count;
|
||||
uint _p0;
|
||||
uint _p1;
|
||||
uint _p2;
|
||||
vec4 planes[8];
|
||||
};
|
||||
layout(std430, binding = 2) readonly buffer ClipRegionBuf {
|
||||
CellClip clipRegions[];
|
||||
};
|
||||
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
float gl_ClipDistance[8];
|
||||
};
|
||||
|
||||
uniform mat4 uViewProjection;
|
||||
|
||||
|
|
@ -35,4 +52,9 @@ void main() {
|
|||
// stage, which is the only form Vulkan can express.
|
||||
vTextureIndex = aTextureIndex;
|
||||
gl_Position = uViewProjection * vec4(world, 1.0);
|
||||
CellClip clip = clipRegions[aClipSlot];
|
||||
for (uint i = 0u; i < clip.count; ++i)
|
||||
gl_ClipDistance[i] = dot(clip.planes[i], gl_Position);
|
||||
for (uint i = clip.count; i < 8u; ++i)
|
||||
gl_ClipDistance[i] = 1.0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,6 +5,23 @@ layout(location = 1) in vec3 aNormal;
|
|||
layout(location = 2) in vec2 aTexCoord;
|
||||
layout(location = 3) in mat4 aModel;
|
||||
layout(location = 7) in vec4 aColor;
|
||||
layout(location = 8) in uint aClipSlot;
|
||||
|
||||
struct CellClip {
|
||||
uint count;
|
||||
uint _p0;
|
||||
uint _p1;
|
||||
uint _p2;
|
||||
vec4 planes[8];
|
||||
};
|
||||
layout(std430, binding = 2) readonly buffer ClipRegionBuf {
|
||||
CellClip clipRegions[];
|
||||
};
|
||||
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
float gl_ClipDistance[8];
|
||||
};
|
||||
|
||||
uniform mat4 uViewProjection;
|
||||
|
||||
|
|
@ -15,4 +32,9 @@ void main() {
|
|||
vTexCoord = aTexCoord;
|
||||
vColor = aColor;
|
||||
gl_Position = uViewProjection * aModel * vec4(aPosition, 1.0);
|
||||
CellClip clip = clipRegions[aClipSlot];
|
||||
for (uint i = 0u; i < clip.count; ++i)
|
||||
gl_ClipDistance[i] = dot(clip.planes[i], gl_Position);
|
||||
for (uint i = clip.count; i < 8u; ++i)
|
||||
gl_ClipDistance[i] = 1.0;
|
||||
}
|
||||
|
|
|
|||
Binary file not shown.
Binary file not shown.
|
|
@ -263,7 +263,7 @@
|
|||
"stages": [
|
||||
{
|
||||
"stage": "vert",
|
||||
"sourceSha256": "921c32617708b3931a6304b4697ee96d728077d96f489d6c09eea4c5fe225b63",
|
||||
"sourceSha256": "2bdd7114223164916a87e7d2e6df8a21fdcbd1cad082fafb3102b8a0fd4a2a8b",
|
||||
"compiled": true
|
||||
},
|
||||
{
|
||||
|
|
@ -279,7 +279,7 @@
|
|||
"stages": [
|
||||
{
|
||||
"stage": "vert",
|
||||
"sourceSha256": "19db8757c1a61a2fbec8e56ce89d56b6dd6d66a123cedcdae40915af07d58c0e",
|
||||
"sourceSha256": "582e9be4bca8bd1807d5a2152b211d1d4dd1ed54a6efe4240f52d402e628be75",
|
||||
"compiled": true
|
||||
},
|
||||
{
|
||||
|
|
|
|||
|
|
@ -43,6 +43,21 @@ internal readonly record struct WorldRootFrame(
|
|||
bool PlayerIndoorGate)
|
||||
{
|
||||
public bool RenderSky => ViewerRoot is null || RootSeenOutside;
|
||||
|
||||
/// <summary>
|
||||
/// The camera has an EnvCell root whose authored visibility does not reach
|
||||
/// outdoors. SeenOutside cells are open-air presentation cells, not an
|
||||
/// indoor environment gate merely because they have portal geometry.
|
||||
/// </summary>
|
||||
public bool CameraInsideEnclosedCell => CameraInsideCell && !RootSeenOutside;
|
||||
|
||||
/// <summary>Environment gate shared by directional shadows and other
|
||||
/// outdoor-only render-pack effects.</summary>
|
||||
public bool PlayerOrCameraInsideEnclosedCell =>
|
||||
PlayerInsideCell || CameraInsideEnclosedCell;
|
||||
|
||||
public bool IsAtmosphericallyOutdoor =>
|
||||
RenderSky && !CameraInsideEnclosedCell;
|
||||
}
|
||||
|
||||
/// <summary>Borrowed building scratch, valid only until the next build.</summary>
|
||||
|
|
|
|||
|
|
@ -221,17 +221,10 @@ internal sealed class WorldScenePassExecutor : IWorldScenePassExecutor
|
|||
return AppendSignature(currentSignature, "global");
|
||||
}
|
||||
|
||||
if (clipRoot.IsOutdoorNode)
|
||||
{
|
||||
_particleRenderer.DrawForOwners(
|
||||
camera.Camera,
|
||||
camera.Position,
|
||||
ParticleRenderPass.Scene,
|
||||
outdoorOwnerIds,
|
||||
includeUnattached: true);
|
||||
return AppendSignature(currentSignature, "unattached");
|
||||
}
|
||||
|
||||
// Every PView root, including the outdoor sentinel, now submits scene
|
||||
// particles inside LScape::draw. Replaying them here is both a duplicate
|
||||
// and too late: it occurs after nested building cells, allowing exterior
|
||||
// waterfall/foliage alpha to repaint an indoor/outdoor transition.
|
||||
return currentSignature;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue