feat(render): Phase A8 — wire stencil pipeline into render frame

Replaces the pre-A8 "terrain-always + depth-clear-when-inside" pattern
with WB's stencil-aware ordering when cameraInsideCell:

  1. Upload portal triangle mesh from VisibleCellIds → LoadedCell.
  2. Draw indoor entities (EntitySet.IndoorOnly) — stencil OFF.
  3. Mark portal stencil + punch far depth (MarkAndPunch).
  4. Draw terrain — stencil-gated to portal silhouettes.
  5. Draw outdoor entities (EntitySet.OutdoorOnly) — stencil-gated.
  6. DisableStencil before particles/weather/UI.

Outdoor path unchanged (EntitySet.All, no stencil work).

Adds CellVisibility.TryGetCell(uint) for the VisibleCellIds → LoadedCell
materialization. Removes the now-redundant DepthBufferBit Clear that
was the old approximation.

Retail oracle: PView::DrawCells at
acclient_2013_pseudo_c.txt:432709 ("outside_view.view_count > 0" gate).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-26 08:29:45 +02:00
parent dcf69a1feb
commit 41c2e67cd8
2 changed files with 114 additions and 24 deletions

View file

@ -344,6 +344,17 @@ public sealed class CellVisibility
local.Z <= cell.LocalBoundsMax.Z + PointInCellEpsilon;
}
/// <summary>
/// Looks up a loaded cell by full 32-bit cell id, or returns null if
/// not loaded. Used by the Phase A8 stencil pipeline to materialize
/// <see cref="VisibilityResult.VisibleCellIds"/> back into
/// <see cref="LoadedCell"/> instances for portal mesh extraction.
/// </summary>
public LoadedCell? TryGetCell(uint cellId)
{
return _cellLookup.TryGetValue(cellId, out var cell) ? cell : null;
}
/// <summary>
/// Brute-force scan of every loaded cell to test whether
/// <paramref name="worldPoint"/> is inside any of them. Does not touch

View file

@ -108,6 +108,10 @@ public sealed class GameWindow : IDisposable
// Step 4: portal-based interior cell visibility.
private readonly CellVisibility _cellVisibility = new();
// Phase A8: indoor-cell stencil pipeline (#78). Null until OnLoad runs
// (requires GL context). Never null after OnLoad completes normally.
private IndoorCellStencilPipeline? _indoorStencil;
// Phase A.1 hotfix / Phase A.5 T10: DatCollection is NOT thread-safe.
// DatReaderWriter's DatBinReader uses a shared buffer position internally —
// concurrent _dats.Get<T> calls from the streaming worker thread (T11+) and
@ -1769,6 +1773,13 @@ public sealed class GameWindow : IDisposable
// the player.
_particleRenderer = new ParticleRenderer(_gl, shadersDir, _textureCache, _dats);
// Phase A8 — indoor-cell visibility culling pipeline (#78).
// Shader files are deployed alongside the existing terrain/mesh
// shaders via the same .csproj content glob.
_indoorStencil = new IndoorCellStencilPipeline(_gl,
Path.Combine(shadersDir, "portal_stencil.vert"),
Path.Combine(shadersDir, "portal_stencil.frag"));
// A.5 T22.5: apply radii from the already-resolved _resolvedQuality.
// _resolvedQuality was set by the quality block immediately after
// LoadAndApplyPersistedSettings() above, absorbing all env-var overrides.
@ -7097,26 +7108,38 @@ public sealed class GameWindow : IDisposable
goto SkipWorldGeometry;
}
// Phase N.5b: wrap Draw in CPU stopwatch for [TERRAIN-DIAG] rollup
// (gated on ACDREAM_WB_DIAG=1, same env var as [WB-DIAG]). Stopwatch
// is cheap; only the periodic Console.WriteLine is gated.
_terrainCpuStopwatch.Restart();
_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
_terrainCpuStopwatch.Stop();
// Multiply by 100 then divide by 100 in the diag print to keep
// 0.01 µs precision in the long-typed sample buffer. Terrain Draw
// is sub-microsecond on simple scenes; truncating to integer µs
// would round nearly every sample to 0.
_terrainCpuSamples[_terrainCpuSampleCursor] = (long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0);
_terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length;
MaybeFlushTerrainDiag();
// Phase A8 — indoor-cell visibility culling.
// When the camera is inside an EnvCell, build a portal-silhouette
// stencil mask and use it to gate outdoor passes (terrain +
// outdoor entities) so they only write fragments inside actual
// portal openings. WB-style stencil port (closes #78 + cellar-
// stairs artifact). Retail oracle: PView::DrawCells at
// acclient_2013_pseudo_c.txt:432709 ("outside_view.view_count > 0").
int portalTriCount = 0;
if (cameraInsideCell && visibility is not null && _indoorStencil is not null)
{
// Resolve VisibleCellIds → LoadedCell list via
// CellVisibility.TryGetCell (added in Task 7).
var currentBuildingCells = new List<LoadedCell>(visibility.VisibleCellIds.Count);
foreach (var id in visibility.VisibleCellIds)
{
var cell = _cellVisibility.TryGetCell(id);
if (cell is not null) currentBuildingCells.Add(cell);
}
portalTriCount = _indoorStencil.UploadPortalMesh(currentBuildingCells);
// Conditional depth clear: when camera is inside a building, clear
// depth (not color) so interior geometry writes fresh Z values on top
// of the terrain color buffer. Exit portals show outdoor terrain color
// because we kept the color buffer. Matching ACME GameScene.cs pattern.
if (cameraInsideCell)
_gl!.Clear(ClearBufferMask.DepthBufferBit);
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeVisibilityEnabled)
{
Console.WriteLine(
$"[vis] cameraInside=true cells={visibility.VisibleCellIds.Count} " +
$"exitPortalVisible={visibility.HasExitPortalVisible} " +
$"portalTris={portalTriCount / 3}");
}
}
else if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeVisibilityEnabled)
{
Console.WriteLine("[vis] cameraInside=false");
}
// L-fix1 (2026-04-28): pass the set of animated-entity ids so
// the renderer keeps remote players / NPCs / monsters
@ -7134,11 +7157,65 @@ public sealed class GameWindow : IDisposable
animatedIds.Add(k);
}
// N.5: WbDrawDispatcher is always non-null (modern path mandatory).
_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
neverCullLandblockId: playerLb,
visibleCellIds: visibility?.VisibleCellIds,
animatedEntityIds: animatedIds);
if (cameraInsideCell && portalTriCount > 0)
{
// WB Step 3: draw indoor entities first, stencil OFF.
// Indoor entities (cell mesh + cell statics) ALWAYS draw
// inside the camera-building, regardless of portal coverage.
_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
neverCullLandblockId: playerLb,
visibleCellIds: visibility!.VisibleCellIds,
animatedEntityIds: animatedIds,
set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.IndoorOnly);
// WB Steps 1+2: mark stencil + punch far depth in portal regions.
_indoorStencil!.MarkAndPunch(camera.View * camera.Projection);
// WB Step 4a: terrain, stencil-gated to portal silhouettes.
_indoorStencil!.EnableOutdoorPass();
// Phase N.5b: wrap Draw in CPU stopwatch for [TERRAIN-DIAG] rollup
// (gated on ACDREAM_WB_DIAG=1, same env var as [WB-DIAG]). Stopwatch
// is cheap; only the periodic Console.WriteLine is gated.
_terrainCpuStopwatch.Restart();
_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
_terrainCpuStopwatch.Stop();
_terrainCpuSamples[_terrainCpuSampleCursor] =
(long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0);
_terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length;
MaybeFlushTerrainDiag();
// WB Step 4b: outdoor entities, still stencil-gated.
_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
neverCullLandblockId: playerLb,
visibleCellIds: visibility.VisibleCellIds,
animatedEntityIds: animatedIds,
set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.OutdoorOnly);
_indoorStencil!.DisableStencil();
}
else
{
// Outdoor (or indoor with no exit portals): pre-A8 path.
// Phase N.5b: wrap Draw in CPU stopwatch for [TERRAIN-DIAG] rollup.
_terrainCpuStopwatch.Restart();
_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
_terrainCpuStopwatch.Stop();
// Multiply by 100 then divide by 100 in the diag print to keep
// 0.01 µs precision in the long-typed sample buffer. Terrain Draw
// is sub-microsecond on simple scenes; truncating to integer µs
// would round nearly every sample to 0.
_terrainCpuSamples[_terrainCpuSampleCursor] =
(long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0);
_terrainCpuSampleCursor = (_terrainCpuSampleCursor + 1) % _terrainCpuSamples.Length;
MaybeFlushTerrainDiag();
// N.5: WbDrawDispatcher is always non-null (modern path mandatory).
_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
neverCullLandblockId: playerLb,
visibleCellIds: visibility?.VisibleCellIds,
animatedEntityIds: animatedIds,
set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.All);
}
// Phase G.1 / E.3: draw all live particles after opaque
// scene geometry so alpha blending composites correctly.
@ -10494,6 +10571,8 @@ public sealed class GameWindow : IDisposable
_liveSession = null;
_audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context
_wbDrawDispatcher?.Dispose();
_indoorStencil?.Dispose();
_indoorStencil = null;
_skyRenderer?.Dispose(); // depends on sampler cache; dispose first
_samplerCache?.Dispose();
_textureCache?.Dispose();