feat(#188): fading-wall + sliding-door translucency; hold open past animation settle
Lands the fading-secret-door feature and fixes the door "flip-back" that surfaced while testing it. #188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part out via TransparentPartHook instead of swinging: - TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager (per-(entity,part) linear translucency ramp; holds at End frame). - WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple 0x005396f0) forcing AlphaBlend; fully-invisible parts skipped. - mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier -> FragColor.a *= vOpacityMultiplier. - Register AP-89: the fade multiplies sampled texture alpha, not a separate D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces). Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a door/wall that finished opening holds a single unchanging frame, so the uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 -- snapping it visually shut/opaque while physics stayed open. Reverted that narrowing: every Sequencer entity stays on the per-frame path (live pose + live fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost that narrowing chased was a Debug-build artifact -- Release is GPU-bound (~200 fps in Sawato, measured), so the unconditional add is free where it matters. Left a code comment barring re-introduction. Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED -- both fading-wall and sliding doors hold open. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
e2e285b855
commit
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12 changed files with 625 additions and 14 deletions
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@ -799,6 +799,14 @@ public sealed class GameWindow : IDisposable
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// from the animation pipeline flip the matching LightSource.IsLit.
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private AcDream.Core.Lighting.LightingHookSink? _lightingSink;
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// #188 — TransparentPartHook fires from the animation pipeline drive
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// a per-(entity,part) translucency ramp; WbDrawDispatcher reads it
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// per frame. Wired into the hook router in OnLoad, advanced once per
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// frame in the main loop regardless of _animatedEntities membership
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// (a fade must keep running even if its entity's one-shot cycle ends).
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private readonly AcDream.Core.Rendering.TranslucencyFadeManager _translucencyFades = new();
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private AcDream.Core.Rendering.TranslucencyHookSink? _translucencySink;
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// Phase G.1 sky renderer + shared UBO. Created once the GL context
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// exists in OnLoad; shared across every other renderer via
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// binding = 1 so terrain/mesh/instanced/sky all read the same
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@ -1425,6 +1433,11 @@ public sealed class GameWindow : IDisposable
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_lightingSink = new AcDream.Core.Lighting.LightingHookSink(Lighting);
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_hookRouter.Register(_lightingSink);
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// #188 — TransparentPartHook (per-part translucency fade, e.g.
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// the "fading wall" secret-passage doors) routes here.
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_translucencySink = new AcDream.Core.Rendering.TranslucencyHookSink(_translucencyFades);
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_hookRouter.Register(_translucencySink);
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// Phase E.2 audio: init OpenAL + hook sink. Suppressible via
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// ACDREAM_NO_AUDIO=1 for headless tests / broken audio drivers.
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if (!_options.NoAudio)
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@ -2541,7 +2554,7 @@ public sealed class GameWindow : IDisposable
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_wbDrawDispatcher = new AcDream.App.Rendering.Wb.WbDrawDispatcher(
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_gl, _meshShader!, _textureCache!, _wbMeshAdapter!, _wbEntitySpawnAdapter, _bindlessSupport!,
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_classificationCache);
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_classificationCache, _translucencyFades);
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// A.5 T22.5: apply A2C gate from quality preset.
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_wbDrawDispatcher.AlphaToCoverage = _resolvedQuality.AlphaToCoverage;
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@ -2648,7 +2661,10 @@ public sealed class GameWindow : IDisposable
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_worldState.TryGetLandblock(id, out var lb))
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{
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foreach (var ent in lb!.Entities)
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{
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_lightingSink.UnregisterOwner(ent.Id);
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_translucencyFades.ClearEntity(ent.Id); // #188
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}
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}
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_terrain?.RemoveLandblock(id);
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_physicsEngine.RemoveLandblock(id);
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@ -4708,6 +4724,7 @@ public sealed class GameWindow : IDisposable
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// double-register the new one. (Was gated on logDelete — harmless only
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// while live weenies registered no lights, which is no longer true.)
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_lightingSink?.UnregisterOwner(existingEntity.Id);
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_translucencyFades.ClearEntity(existingEntity.Id); // #188
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return true;
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}
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@ -7882,6 +7899,7 @@ public sealed class GameWindow : IDisposable
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// sort). Clear the owner's previous registration first: the
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// re-apply becomes idempotent, and a first apply is a no-op.
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_lightingSink.UnregisterOwner(entity.Id);
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_translucencyFades.ClearEntity(entity.Id); // #188
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var loaded = AcDream.Core.Lighting.LightInfoLoader.Load(
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datSetup,
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ownerId: entity.Id,
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@ -9045,6 +9063,12 @@ public sealed class GameWindow : IDisposable
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if (_animatedEntities.Count > 0)
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TickAnimations((float)deltaSeconds);
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// #188 — advance translucency fades UNCONDITIONALLY (not gated on
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// _animatedEntities.Count): a one-shot open-cycle animation can
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// finish and drop its entity from _animatedEntities before the
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// fade's own Time has elapsed, but the ramp must keep running.
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_translucencyFades.AdvanceAll((float)deltaSeconds);
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// Phase G.1: weather state machine — deterministic per-day roll
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// + transitions + lightning flash.
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var cal = WorldTime.CurrentCalendar;
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@ -9303,6 +9327,29 @@ public sealed class GameWindow : IDisposable
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// WalkEntitiesInto) treat null and an empty set identically, so an
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// always-non-null (possibly empty) set is behaviorally the same as
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// the old null-when-nothing-animated local.
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//
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// Every entity in _animatedEntities (i.e. every entity with a
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// Sequencer) is added UNCONDITIONALLY: membership here is the
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// "re-classify me every frame, don't use the Tier-1 static cache"
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// flag, and the Tier-1 cache captures an entity's REST pose +
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// opacity-1.0 exactly once. Any entity whose rendered state can
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// depart that rest — a door held at its final OPEN frame, a wall
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// held FADED-OUT by a TransparentPartHook — MUST stay on the
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// per-frame path so the live sequencer pose + TranslucencyFadeManager
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// opacity are read; otherwise it flips back to the stale cached
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// closed/opaque state the instant its animation settles.
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//
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// DO NOT re-narrow this to "only if the current cycle is multi-frame"
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// (the reverted IsEntityCurrentlyMoving gate, 2026-07-09): a settled
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// one-shot hold IS pose-stable frame-to-frame, but stable at the
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// HELD pose the cache does NOT contain — that is the door/fade
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// flip-back. The per-frame re-classification cost that narrowing
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// saved was a DEBUG-build artifact; Release is GPU-bound (the CPU
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// work hides under GPU time), so the unconditional add is free where
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// it matters. If a real Release CPU cost from static-prop
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// re-classification is ever measured, gate on "entity is at its
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// captured rest state" (default motion AND no active fade), never on
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// "is mid-cycle".
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_animatedIdsScratch.Clear();
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foreach (var k in _animatedEntities.Keys)
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_animatedIdsScratch.Add(k);
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@ -10440,6 +10487,12 @@ public sealed class GameWindow : IDisposable
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}
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}
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// IsEntityCurrentlyMoving REMOVED (2026-07-09): it powered a cache-bypass
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// narrowing that dropped settled-open doors / faded-out walls back onto the
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// stale Tier-1 rest-pose cache entry (the door/fade "flip-back"). See the
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// animatedIds build site — every Sequencer entity is now added
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// unconditionally, which is the known-good pre-optimization behavior.
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// R3-W6: UpdatePlayerAnimation DELETED — the player's sequencer is
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// driven through the SAME MotionTableDispatchSink/DefaultSink funnel
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// remotes use (edge-driven DoMotion/StopMotion/set_hold_run in
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@ -11650,7 +11703,10 @@ public sealed class GameWindow : IDisposable
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_worldState.TryGetLandblock(id, out var lb))
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{
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foreach (var ent in lb!.Entities)
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{
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_lightingSink.UnregisterOwner(ent.Id);
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_translucencyFades.ClearEntity(ent.Id); // #188
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}
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}
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_terrain?.RemoveLandblock(id);
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_physicsEngine.RemoveLandblock(id);
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@ -180,10 +180,13 @@ public static class RenderBootstrap
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// --- EntityClassificationCache (GameWindow ~217 — field initializer, new()) ---
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var classificationCache = new Wb.EntityClassificationCache();
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// --- TranslucencyFadeManager (GameWindow — field initializer, new()) ---
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var translucencyFades = new AcDream.Core.Rendering.TranslucencyFadeManager();
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// --- WbDrawDispatcher (GameWindow ~2377-2381) ---
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var drawDispatcher = new Wb.WbDrawDispatcher(
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gl, meshShader, textureCache, meshAdapter, entitySpawnAdapter,
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bindless, classificationCache);
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bindless, classificationCache, translucencyFades);
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drawDispatcher.AlphaToCoverage = opts.Quality.AlphaToCoverage;
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// --- Vitals dat font (GameWindow ~1820-1822) ---
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@ -7,6 +7,7 @@ in vec3 vWorldPos;
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in vec3 vLit; // A7: per-vertex Gouraud lighting (ambient + capped lights), from mesh_modern.vert
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in flat uvec2 vTextureHandle;
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in flat uint vTextureLayer;
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in flat float vOpacityMultiplier; // #188
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// uRenderPass values (Phase N.5 Decision 2 — two-pass alpha-test):
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// 0 = opaque pass — discard fragments with alpha < 0.95
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@ -102,5 +103,9 @@ void main() {
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vec3 rgb = color.rgb * lit;
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rgb = applyFog(rgb, vWorldPos);
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FragColor = vec4(rgb, color.a);
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// #188: multiply the FINAL alpha only — the discard thresholds above stay
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// keyed on the raw sampled color.a, so the last few frames of a fade
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// (multiplier crossing under 0.05) still ramp smoothly toward zero rather
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// than popping invisible early against the discard cutoff.
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FragColor = vec4(rgb, color.a * vOpacityMultiplier);
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}
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@ -105,6 +105,16 @@ layout(std430, binding = 6) readonly buffer InstanceIndoorBuf {
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uint instanceIndoor[];
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};
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// #188: per-instance opacity multiplier, 1 per instance, parallel to the
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// binding=0 instance buffer (same instanceIndex). 1.0 = unmodified; <1.0
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// while a TransparentPartHook translucency fade is in flight for the
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// entity/part this instance belongs to (e.g. the "fading wall" secret-
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// passage doors). Multiplied against the sampled texture alpha in
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// mesh_modern.frag.
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layout(std430, binding = 7) readonly buffer InstanceAlphaBuf {
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float instanceAlpha[];
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};
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// Core profile: redeclare gl_PerVertex so writing gl_ClipDistance[] is legal
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// alongside gl_Position. The array is sized 8 to match the CellClip plane budget
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// and the GL guarantee (GL_MAX_CLIP_DISTANCES >= 8). The host enables
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@ -266,10 +276,12 @@ out vec3 vWorldPos;
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out vec3 vLit; // A7: per-vertex Gouraud lighting (ambient + capped lights)
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out flat uvec2 vTextureHandle;
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out flat uint vTextureLayer;
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out flat float vOpacityMultiplier; // #188
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void main() {
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int instanceIndex = gl_BaseInstanceARB + gl_InstanceID;
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mat4 model = Instances[instanceIndex].transform;
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vOpacityMultiplier = instanceAlpha[instanceIndex]; // #188
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vec4 worldPos = model * vec4(aPosition, 1.0);
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gl_Position = uViewProjection * worldPos;
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@ -107,6 +107,11 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// miss-populate / hit-fast-path through the loop.
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private readonly EntityClassificationCache _cache;
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// #188 — per-(entity, Setup-part) translucency ramp state (fading doors /
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// secret-passage walls). ClassifyBatches reads this per part to compute
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// the instance's opacity multiplier; never mutated here.
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private readonly AcDream.Core.Rendering.TranslucencyFadeManager _translucencyFades;
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// ACDREAM_DISABLE_TIER1_CACHE=1 A/B diagnostic — forces every static
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// entity through the slow path. Read once in ctor.
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private readonly bool _tier1CacheDisabled =
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@ -150,6 +155,14 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// Mechanically a clone of _clipSlotData / _clipSlotSsbo.
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private uint _instIndoorSsbo;
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private uint[] _indoorData = new uint[256];
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// #188: per-instance opacity multiplier (binding=7), one float per
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// instance, parallel to _instanceSsbo. 1.0 = unmodified (the dat's own
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// material/texture alpha, untouched); < 1.0 multiplies the shader's
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// sampled alpha for an entity mid-TransparentPartHook fade. Mechanically
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// a clone of _indoorData / _instIndoorSsbo, one binding higher.
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private uint _instAlphaSsbo;
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private float[] _alphaData = new float[256];
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// This frame's point-light snapshot, handed in by GameWindow before Draw via
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// SetSceneLights. Null/empty ⇒ only ambient + sun render (all instance sets -1).
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private IReadOnlyList<LightSource>? _pointSnapshot;
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@ -340,7 +353,8 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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WbMeshAdapter meshAdapter,
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EntitySpawnAdapter entitySpawnAdapter,
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BindlessSupport bindless,
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EntityClassificationCache classificationCache)
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EntityClassificationCache classificationCache,
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AcDream.Core.Rendering.TranslucencyFadeManager translucencyFades)
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{
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ArgumentNullException.ThrowIfNull(gl);
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ArgumentNullException.ThrowIfNull(shader);
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@ -348,6 +362,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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ArgumentNullException.ThrowIfNull(meshAdapter);
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ArgumentNullException.ThrowIfNull(entitySpawnAdapter);
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ArgumentNullException.ThrowIfNull(classificationCache);
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ArgumentNullException.ThrowIfNull(translucencyFades);
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_gl = gl;
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_shader = shader;
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_meshAdapter = meshAdapter;
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_entitySpawnAdapter = entitySpawnAdapter;
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_cache = classificationCache;
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_translucencyFades = translucencyFades;
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_bindless = bindless ?? throw new ArgumentNullException(nameof(bindless));
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_instanceSsbo = _gl.GenBuffer();
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@ -364,6 +380,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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_globalLightsSsbo = _gl.GenBuffer(); // Fix B binding=4
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_instLightSetSsbo = _gl.GenBuffer(); // Fix B binding=5
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_instIndoorSsbo = _gl.GenBuffer(); // #142 binding=6
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_instAlphaSsbo = _gl.GenBuffer(); // #188 binding=7
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}
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/// <summary>
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@ -1290,8 +1307,17 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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bool drewAny = false;
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if (renderData.IsSetup && renderData.SetupParts.Count > 0)
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{
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foreach (var (partGfxObjId, partTransform) in renderData.SetupParts)
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// #188: setupPartIndex is the SAME index space
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// TransparentPartHook.PartIndex addresses — retail's CPartArray
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// numbers parts by their ordinal position in the Setup's own
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// part list (SetupPartTransforms.Compute is the other verified
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// consumer of this exact indexing: one Matrix4x4 per
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// Setup.Parts[i]). NOT the outer per-MeshRef loop index — a
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// MeshRef is acdream's own decomposition of top-level
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// attachments (weapon/shield/etc), a different concept.
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for (int setupPartIndex = 0; setupPartIndex < renderData.SetupParts.Count; setupPartIndex++)
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{
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var (partGfxObjId, partTransform) = renderData.SetupParts[setupPartIndex];
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var partData = _meshAdapter.TryGetRenderData(partGfxObjId);
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if (partData is null)
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{
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}
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var restPose = partTransform * meshRef.PartTransform;
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ClassifyBatches(partData, partGfxObjId, model, entity, meshRef, palHash, metaTable, restPose, collector);
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// #188 retail CPhysicsPart::Draw (0x0050d7a0) early-out: once a
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// part's translucency hits EXACTLY 1.0 (fully invisible), retail
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// sets draw_state|=1 and skips the whole part outright — not a
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// blend to nothing. TranslucencyFadeManager.AdvanceAll guarantees
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// t=1 commits the bitwise-exact value so this check is safe.
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float opacityMultiplier = 1.0f;
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if (_translucencyFades.TryGetCurrentValue(entity.Id, (uint)setupPartIndex, out float translucencyValue))
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{
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if (translucencyValue >= 1.0f) continue; // skip this part's draw entirely
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opacityMultiplier = 1f - translucencyValue; // CMaterial::SetTranslucencySimple 0x005396f0
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}
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ClassifyBatches(partData, partGfxObjId, model, entity, meshRef, palHash, metaTable, restPose, opacityMultiplier, collector);
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drewAny = true;
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}
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}
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else
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{
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var model = meshRef.PartTransform * entityWorld;
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ClassifyBatches(renderData, gfxObjId, model, entity, meshRef, palHash, metaTable, restPose: meshRef.PartTransform, collector: collector);
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drewAny = true;
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// #188: a bare (non-Setup) GfxObj entity has exactly one part —
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// retail's CPartArray for such an object is a single-entry array,
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// so TransparentPartHook.PartIndex for it is always 0.
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float opacityMultiplier = 1.0f;
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bool fullyInvisible = false;
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if (_translucencyFades.TryGetCurrentValue(entity.Id, 0u, out float translucencyValue))
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{
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if (translucencyValue >= 1.0f) fullyInvisible = true;
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else opacityMultiplier = 1f - translucencyValue;
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}
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if (!fullyInvisible)
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{
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var model = meshRef.PartTransform * entityWorld;
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ClassifyBatches(renderData, gfxObjId, model, entity, meshRef, palHash, metaTable, restPose: meshRef.PartTransform, opacityMultiplier: opacityMultiplier, collector: collector);
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drewAny = true;
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}
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}
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// Track THIS entity for the next iteration's flush check. Only
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@ -1427,6 +1480,11 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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if (_indoorData.Length < totalInstances)
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_indoorData = new uint[totalInstances + 256];
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// #188: per-instance opacity buffer, one float per instance, parallel to
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// _clipSlotData / _instanceData. Grown on demand like the others.
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if (_alphaData.Length < totalInstances)
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_alphaData = new float[totalInstances + 256];
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_opaqueDraws.Clear();
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_translucentDraws.Clear();
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@ -1462,6 +1520,9 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// #142: IndoorFlags[] is parallel to Matrices[]; write at the same
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// cursor so binding=6 instanceIndoor[] tracks binding=0 instances.
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_indoorData[cursor] = grp.IndoorFlags[i];
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// #188: Opacities[] is parallel to Matrices[]; write at the same
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// cursor so binding=7 instanceAlpha[] tracks binding=0 instances.
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_alphaData[cursor] = grp.Opacities[i];
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cursor++;
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}
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@ -1553,6 +1614,12 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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fixed (uint* dp = _indoorData)
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UploadSsbo(_instIndoorSsbo, 6, dp, totalInstances * sizeof(uint));
|
||||
|
||||
// #188: per-instance opacity buffer (binding=7), one float per instance,
|
||||
// laid out parallel to _instanceData in Phase 3. Only [0..totalInstances)
|
||||
// is uploaded — stale tail never read (same guarantee as clip-slot above).
|
||||
fixed (float* ap = _alphaData)
|
||||
UploadSsbo(_instAlphaSsbo, 7, ap, totalInstances * sizeof(float));
|
||||
|
||||
// Fix B: global point-light buffer (binding=4) + per-instance light-set
|
||||
// buffer (binding=5). The global buffer is this frame's PointSnapshot; the
|
||||
// per-instance buffer holds 8 int indices into it per instance, laid out
|
||||
|
|
@ -2056,6 +2123,11 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
grp.Matrices.Add(model);
|
||||
grp.Slots.Add(_currentEntitySlot); // Phase U.4 — parallel to Matrices
|
||||
AppendCurrentLightSet(grp); // Fix B — 8 ints per instance, parallel to Matrices
|
||||
// #188: cache-hit entities are always non-animated (the Tier-1 cache
|
||||
// gates on !isAnimated), and TranslucencyFadeManager only ever holds
|
||||
// state for entities whose animation hooks fired — so a cached
|
||||
// instance can never be mid-fade. Always unmodified opacity.
|
||||
grp.Opacities.Add(1.0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -2181,6 +2253,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
ulong palHash,
|
||||
AcSurfaceMetadataTable metaTable,
|
||||
Matrix4x4 restPose,
|
||||
float opacityMultiplier = 1.0f,
|
||||
List<CachedBatch>? collector = null)
|
||||
{
|
||||
for (int batchIdx = 0; batchIdx < renderData.Batches.Count; batchIdx++)
|
||||
|
|
@ -2199,6 +2272,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
: TranslucencyKind.Opaque;
|
||||
}
|
||||
|
||||
// #188: a mid-fade instance whose surface is otherwise Opaque/ClipMap
|
||||
// must route through the alpha-blend pass so mesh_modern.frag's
|
||||
// (blend-enabled) shader actually composites the reduced alpha —
|
||||
// the no-blend opaque pass would ignore it.
|
||||
if (opacityMultiplier < 1.0f && IsOpaque(translucency))
|
||||
translucency = TranslucencyKind.AlphaBlend;
|
||||
|
||||
ulong texHandle = ResolveTexture(entity, meshRef, batch, palHash);
|
||||
if (texHandle == 0) continue;
|
||||
|
||||
|
|
@ -2228,6 +2308,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
grp.Matrices.Add(model);
|
||||
grp.Slots.Add(_currentEntitySlot); // Phase U.4 — parallel to Matrices
|
||||
AppendCurrentLightSet(grp); // Fix B — 8 ints per instance, parallel to Matrices
|
||||
grp.Opacities.Add(opacityMultiplier); // #188 — parallel to Matrices
|
||||
collector?.Add(new CachedBatch(key, texHandle, restPose));
|
||||
}
|
||||
}
|
||||
|
|
@ -2310,6 +2391,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
if (_globalLightsSsbo != 0) _gl.DeleteBuffer(_globalLightsSsbo); // Fix B binding=4
|
||||
if (_instLightSetSsbo != 0) _gl.DeleteBuffer(_instLightSetSsbo); // Fix B binding=5
|
||||
if (_instIndoorSsbo != 0) _gl.DeleteBuffer(_instIndoorSsbo); // #142 binding=6
|
||||
if (_instAlphaSsbo != 0) _gl.DeleteBuffer(_instAlphaSsbo); // #188 binding=7
|
||||
if (_gpuQueriesInitialized)
|
||||
{
|
||||
for (int i = 0; i < GpuQueryRingDepth; i++)
|
||||
|
|
@ -2509,5 +2591,12 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
// for outdoor objects (gets the sun). Written into _indoorData at the same
|
||||
// cursor as Matrices, so binding=6 instanceIndoor[] tracks binding=0.
|
||||
public readonly List<uint> IndoorFlags = new();
|
||||
|
||||
// #188: per-instance opacity multiplier, parallel to Matrices.
|
||||
// Opacities[i] is 1.0=unmodified, or <1.0 while a TransparentPartHook
|
||||
// fade is in flight for the instance whose matrix is Matrices[i]. At
|
||||
// layout time the dispatcher writes Opacities[i] into _alphaData at
|
||||
// the same cursor, so the binding=7 instanceAlpha[] tracks binding=0.
|
||||
public readonly List<float> Opacities = new();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue