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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@ -34,8 +34,14 @@ namespace AcDream.Core.Physics;
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/// (animation-hook frame = damage frame for melee / thrown).
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/// </description></item>
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/// <item><description>
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/// <see cref="TransparentPartHook"/> → #188
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/// <c>AcDream.Core.Rendering.TranslucencyHookSink</c> (per-Setup-part
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/// translucency ramp; see <c>TranslucencyFadeManager</c>).
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/// </description></item>
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/// <item><description>
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/// <see cref="ReplaceObjectHook"/>,
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/// <see cref="TransparentHook"/>,
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/// <see cref="TransparentHook"/> (whole-object variant — NOT yet
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/// ported, #188 scope was the per-part case only),
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/// <see cref="LuminousHook"/>,
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/// <see cref="DiffuseHook"/>,
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/// <see cref="ScaleHook"/>,
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@ -43,7 +49,9 @@ namespace AcDream.Core.Physics;
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/// <see cref="SetOmegaHook"/>,
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/// <see cref="TextureVelocityHook"/>,
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/// <see cref="SetLightHook"/> →
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/// GfxObjMesh / renderer state mutations on the target entity.
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/// GfxObjMesh / renderer state mutations on the target entity
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/// (<see cref="SetLightHook"/> is the one exception already wired,
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/// via <c>AcDream.Core.Lighting.LightingHookSink</c>).
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/// </description></item>
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/// <item><description>
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/// <see cref="AnimationDoneHook"/> → UI / controller notifications
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