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>
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12 changed files with 625 additions and 14 deletions
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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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