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:
Erik 2026-07-09 09:17:50 +02:00
parent e2e285b855
commit 3284dd0aed
12 changed files with 625 additions and 14 deletions

View file

@ -0,0 +1,38 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter.Types;
namespace AcDream.Core.Rendering;
/// <summary>
/// #188 — routes <see cref="TransparentPartHook"/> animation hooks to a
/// <see cref="TranslucencyFadeManager"/>. Retail's
/// <c>TransparentPartHook::Execute</c> (0x00526cc0) is a one-liner calling
/// <c>CPhysicsObj::SetPartTranslucency(obj, part, start, end, time)</c> —
/// this sink is that same one-line forward.
///
/// <para>
/// Whole-object <see cref="TransparentHook"/> and <see cref="EtherealHook"/>
/// are deliberately NOT handled here. Retail's <c>EtherealHook::Execute</c>
/// (0x00526bc0) touches only <c>CPhysicsObj::set_ethereal</c> — collision
/// state, zero rendering coupling — and acdream's collision-passthrough
/// already applies server-authoritative via the <c>SetState</c> wire
/// message, independent of this hook firing client-side.
/// </para>
/// </summary>
public sealed class TranslucencyHookSink : IAnimationHookSink
{
private readonly TranslucencyFadeManager _fades;
public TranslucencyHookSink(TranslucencyFadeManager fades)
{
_fades = fades ?? throw new ArgumentNullException(nameof(fades));
}
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook)
{
if (hook is not TransparentPartHook tph) return;
_fades.StartPartFade(entityId, tph.PartIndex, tph.Start, tph.End, tph.Time);
}
}