feat(render) Campaign FW3.2b-2: THE STATIC CUTOVER - the walk drives production statics
The retail frame walk now drives every production static draw. In RetailPViewRenderer.DrawInside, when the concrete executor + the packed product + the FW3.1 walk registries are all wired (all production compositions - anything less throws): - A pre-walk events-only collection pass (the shadow sink generalized to WalkVisitedSetCollector) gathers the frame's visited cells, buildings, and landscape-cell turns; the visited cells union into prepareCells so EnvCellRenderer prepares every shell the driver draws. - DrawWalkDrivenStatics runs the WalkFrameDriver over the production world data (WalkProductionWorldData over RenderSceneQuery + the building registry): sky, terrain slices, outdoor statics at their landscape-cell turns, buildings (alpha barrier -> punch/look-in passes -> shell) in retail order, interior clear+seals as leaf closures (the old tail block's drain reasoning moves with them), flood cells shell-then-contents. Landscape/cell-stage particle owners re-source from the walk's visited sets - retail gates particles per cell turn (ShouldDrawParticles @0x0050FE60), which this is; the old sphere filter was the approximation. - DrawLandscapeDynamicsPhase + DrawBuildingLookInDynamics carry the dynamics-only remainder (LookInObject now dynamic-classified, late outside-dynamics + weather, particle unions); DrawDynamicsLast and the outdoor flush are unchanged. - The product builder stops emitting LandscapeOutdoorStatic / LandscapeBuildingShell / CellStatic (methods deleted, dead index tracking removed); LookInObject loads cells with includeStatics: false. The old static path survives ONLY behind !walkActive for the standalone/diagnostic executor-fake path that keeps 15 retail-ordering regression tests exercising the barrier/punch/seal machinery; no production composition can reach it. Its deletion is FW4 scope (the plan's "deleting the patch apparatus") - recorded in the plan. Transitional risks recorded in code/report: the two-pass walk cost (FW3.4 measures), the interior slice-count reconciliation between the old clip assembly and the walk's own exit-view survival, and the outdoor merged-flood punch coverage now riding the walk's own building-BSP punches (retail-faithful per FW1; the owner visual gate verifies). Suites (lead-verified): full Release build 0 warnings; hermetic 6,750/0 (baseline minus the three deleted route tests); Walk lane 201/1; InstalledDat Walk conformance 40/1 untouched. The two IL-branch tests the implementation round reported failing pass in every lead run - the recurring parallel-load flake pair. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
878533597d
commit
4918677b45
8 changed files with 919 additions and 612 deletions
|
|
@ -101,6 +101,12 @@ public sealed class RetailPViewRenderer
|
|||
private readonly Walk.WalkLandscapeAssembler? _walkLandscape;
|
||||
private readonly CellVisibility? _walkCellRegistry;
|
||||
|
||||
// Campaign FW3.2b-2: the production IWalkFrameWorldData over the retained
|
||||
// scene — owned here (not just inside the driver) because DrawInside also
|
||||
// reads it directly to re-source particle owners for the routes the walk
|
||||
// now draws (plan §FW3 item 4). Non-null exactly when _walkBuildings is.
|
||||
private readonly Walk.WalkProductionWorldData? _walkWorldData;
|
||||
|
||||
internal RetailPViewRenderer(
|
||||
InteriorEntityPartition.IObserver? partitionObserver,
|
||||
RenderScenePViewFrameProductController? sceneFrameProduct = null,
|
||||
|
|
@ -111,6 +117,9 @@ public sealed class RetailPViewRenderer
|
|||
_walkBuildings = walkBuildings;
|
||||
_walkLandscape = walkLandscape;
|
||||
_walkCellRegistry = walkCellRegistry;
|
||||
_walkWorldData = walkBuildings is not null
|
||||
? new Walk.WalkProductionWorldData(walkBuildings)
|
||||
: null;
|
||||
_partitionObserver = partitionObserver;
|
||||
_candidateObserver = partitionObserver as ICurrentRenderPViewObserver;
|
||||
_sceneFrameProduct = sceneFrameProduct;
|
||||
|
|
@ -187,6 +196,90 @@ public sealed class RetailPViewRenderer
|
|||
var drawableCells = _drawableCellsScratch;
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
|
||||
// Campaign FW3.2b-2: the production rooting. A concrete executor is
|
||||
// required — the walk submits through WbDrawDispatcher.SubmitOrderedStream
|
||||
// and needs a real GPU frame/encoder (RequireWalkSubmission), which no
|
||||
// test IRetailPViewPassExecutor fake can supply. Whenever a concrete
|
||||
// executor IS present, the packed entity-route product must ALSO be
|
||||
// wired with all three walk registries — a scene product without the
|
||||
// walk data (or vice versa) is a production miswiring, not a
|
||||
// legacy/diagnostic shape, so it fails loud rather than silently
|
||||
// falling back to the retired static routes (plan §FW3 item 6).
|
||||
RetailPViewPassExecutor? walkExecutor = passes as RetailPViewPassExecutor;
|
||||
bool walkRegistriesReady =
|
||||
_walkBuildings is not null
|
||||
&& _walkLandscape is not null
|
||||
&& _walkCellRegistry is not null
|
||||
&& _walkWorldData is not null;
|
||||
if (walkExecutor is not null
|
||||
&& _sceneFrameProduct is not null
|
||||
&& !walkRegistriesReady)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
"RetailPViewRenderer has a concrete pass executor and a "
|
||||
+ "RenderScenePViewFrameProductController but the walk registries "
|
||||
+ "(WalkBuildingRegistry/WalkLandscapeAssembler/CellVisibility) are "
|
||||
+ "not all wired — the Campaign FW3.2b-2 static cutover requires "
|
||||
+ "every piece together; see FrameRootComposition's "
|
||||
+ "RetailPViewRenderer construction.");
|
||||
}
|
||||
bool walkActive =
|
||||
walkExecutor is not null
|
||||
&& _sceneFrameProduct is not null
|
||||
&& walkRegistriesReady;
|
||||
|
||||
// Campaign FW3.2b-2 pre-walk collection pass: run the production walk
|
||||
// EVENTS-ONLY (no leaf draws) to learn the flood cell set it will draw
|
||||
// this frame, BEFORE prepareCells is finalized below — so EnvCellRenderer
|
||||
// prepares batches for every shell the driver will draw later in this
|
||||
// same DrawInside call. The same WalkProductionFrameContext + camera
|
||||
// cell resolved here are reused for the real driven run further down
|
||||
// (plan §FW3 "FW3.2b-2 — the production rooting", item 1).
|
||||
Walk.WalkProductionFrameContext? walkContext = null;
|
||||
Walk.WalkLandscape? walkLandscape = null;
|
||||
Walk.WalkCell? walkCameraCell = null;
|
||||
if (walkActive)
|
||||
{
|
||||
Matrix4x4 view = ctx.CameraView;
|
||||
var forward = Vector3.Normalize(new Vector3(-view.M13, -view.M23, -view.M33));
|
||||
(int Width, int Height)? attachment = walkExecutor!.WalkAttachmentExtent;
|
||||
// Fallback matches the FW3.2b-2 shadow probe's own comment: every
|
||||
// screen projection shares the same constants, so this is only
|
||||
// reached before the world pass has published its scope.
|
||||
float viewportWidth = attachment?.Width ?? 1024f;
|
||||
float viewportHeight = attachment?.Height ?? 720f;
|
||||
walkContext = new Walk.WalkProductionFrameContext(
|
||||
_walkCellRegistry!,
|
||||
_walkBuildings!,
|
||||
ctx.ViewerEyePos,
|
||||
forward,
|
||||
ctx.ViewProjection,
|
||||
viewportWidth,
|
||||
viewportHeight);
|
||||
_walkLandscape!.SetViewer(ctx.ViewerCellId, ctx.ViewerEyePos);
|
||||
walkLandscape = _walkLandscape.Landscape;
|
||||
|
||||
if ((ctx.ViewerCellId & 0xFFFFu) >= 0x100)
|
||||
{
|
||||
walkCameraCell = _walkCellRegistry!.TryGetCell(ctx.ViewerCellId, out LoadedCell? loaded)
|
||||
? loaded?.Walk
|
||||
: null;
|
||||
if (walkCameraCell is null)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
$"walk root=0x{ctx.ViewerCellId:X8}: the interior camera cell has "
|
||||
+ "no committed walk data — the Campaign FW3.2b-2 static cutover "
|
||||
+ "requires the walk registry to already hold the viewer's own cell "
|
||||
+ "(fail-loud rule; a silently skipped root would leave the frame "
|
||||
+ "with no static draws at all).");
|
||||
}
|
||||
}
|
||||
|
||||
_walkVisitedScratch.Reset();
|
||||
_frameWalk.WalkFrame(
|
||||
ctx.ViewerCellId, walkCameraCell, walkLandscape, walkContext, _walkVisitedScratch);
|
||||
}
|
||||
|
||||
// #124: look-in cells need prepared shell batches + their statics routed
|
||||
// into partition.ByCell (consumed ONLY by DrawBuildingLookIns — the main
|
||||
// cell-object pass iterates pvFrame.OrderedVisibleCells, which never
|
||||
|
|
@ -194,7 +287,7 @@ public sealed class RetailPViewRenderer
|
|||
// seals, the outside-stage predicate, and the frame result.
|
||||
var prepareCells = drawableCells;
|
||||
_lookInCellIds.Clear();
|
||||
if (_lookInFrames.Count > 0)
|
||||
if (_lookInFrames.Count > 0 || walkActive)
|
||||
{
|
||||
_lookInPrepareScratch.Clear();
|
||||
_lookInPrepareScratch.UnionWith(drawableCells);
|
||||
|
|
@ -206,6 +299,13 @@ public sealed class RetailPViewRenderer
|
|||
_lookInCellIds.Add(c);
|
||||
}
|
||||
}
|
||||
if (walkActive)
|
||||
{
|
||||
// The walk's own flood/look-in cell set — unioned in (never
|
||||
// aliased with drawableCells, which the outside-stage and seal
|
||||
// predicates below still need scoped to the OLD flood only).
|
||||
_lookInPrepareScratch.UnionWith(_walkVisitedScratch.Cells);
|
||||
}
|
||||
prepareCells = _lookInPrepareScratch;
|
||||
}
|
||||
|
||||
|
|
@ -330,52 +430,85 @@ public sealed class RetailPViewRenderer
|
|||
}
|
||||
}
|
||||
|
||||
DrawLandscapeThroughOutsideView(
|
||||
ctx,
|
||||
passes,
|
||||
clipAssembly,
|
||||
partition,
|
||||
viewcone,
|
||||
frameEntityPasses,
|
||||
in frameView);
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
|
||||
// Retail DrawBuilding @0x0059F2A0 runs FlushAlphaList(0f) BEFORE
|
||||
// its portal-only far-Z pass. In retail's strict far→near walk
|
||||
// everything queued at that instant is FARTHER than the structure
|
||||
// being punched, so no already-drained poly can meet a punched
|
||||
// aperture's falsified depth, and everything drained later is
|
||||
// NEARER than the punched structure and legitimately composites in
|
||||
// front of it. The batched outdoor frame reproduces that invariant
|
||||
// here: drain the far prefix — every entry at or beyond the
|
||||
// nearest cell whose exit-portal mask is about to punch far-Z —
|
||||
// against still-true landscape depth. Without this, an exterior
|
||||
// waterfall beyond the cathedral drains after the punches and
|
||||
// z-passes across every aperture pixel whose true depth the punch
|
||||
// erased (#132 regression found at the 2026-08-29 cathedral gate).
|
||||
// Interior roots keep their pre-clear stage-boundary drain.
|
||||
if (ctx.RootCell.IsOutdoorNode)
|
||||
if (walkActive)
|
||||
{
|
||||
passes.FlushLandscapeAlphaFartherThan(
|
||||
ExitPortalMaskBarrierDistance(
|
||||
pvFrame,
|
||||
drawableCells,
|
||||
ctx.Cells,
|
||||
ctx.CameraWorldPosition));
|
||||
// Campaign FW3.2b-2: the walk owns every static draw —
|
||||
// terrain/sky, building shells + punches + look-in cell
|
||||
// statics, and the interior root's own flood shells +
|
||||
// statics (with the depth clear + exit seals at their real
|
||||
// retail turn). The OLD visibility (pvFrame/clipAssembly/
|
||||
// viewcone, already built above) keeps running unchanged to
|
||||
// feed the surviving dynamic routes only (plan §FW3 item 1's
|
||||
// dual-compute split).
|
||||
DrawWalkDrivenStatics(
|
||||
ctx,
|
||||
walkExecutor!,
|
||||
clipAssembly,
|
||||
pvFrame,
|
||||
drawableCells,
|
||||
walkContext!,
|
||||
walkCameraCell,
|
||||
walkLandscape!);
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
DrawLandscapeDynamicsPhase(
|
||||
ctx,
|
||||
passes,
|
||||
clipAssembly,
|
||||
partition,
|
||||
viewcone,
|
||||
frameEntityPasses,
|
||||
in frameView);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawLandscapeThroughOutsideView(
|
||||
ctx,
|
||||
passes,
|
||||
clipAssembly,
|
||||
partition,
|
||||
viewcone,
|
||||
frameEntityPasses,
|
||||
in frameView);
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
|
||||
// Retail DrawBuilding @0x0059F2A0 runs FlushAlphaList(0f) BEFORE
|
||||
// its portal-only far-Z pass. In retail's strict far→near walk
|
||||
// everything queued at that instant is FARTHER than the structure
|
||||
// being punched, so no already-drained poly can meet a punched
|
||||
// aperture's falsified depth, and everything drained later is
|
||||
// NEARER than the punched structure and legitimately composites in
|
||||
// front of it. The batched outdoor frame reproduces that invariant
|
||||
// here: drain the far prefix — every entry at or beyond the
|
||||
// nearest cell whose exit-portal mask is about to punch far-Z —
|
||||
// against still-true landscape depth. Without this, an exterior
|
||||
// waterfall beyond the cathedral drains after the punches and
|
||||
// z-passes across every aperture pixel whose true depth the punch
|
||||
// erased (#132 regression found at the 2026-08-29 cathedral gate).
|
||||
// Interior roots keep their pre-clear stage-boundary drain.
|
||||
if (ctx.RootCell.IsOutdoorNode)
|
||||
{
|
||||
passes.FlushLandscapeAlphaFartherThan(
|
||||
ExitPortalMaskBarrierDistance(
|
||||
pvFrame,
|
||||
drawableCells,
|
||||
ctx.Cells,
|
||||
ctx.CameraWorldPosition));
|
||||
}
|
||||
|
||||
DrawExitPortalMasks(ctx, passes, pvFrame, clipAssembly, drawableCells);
|
||||
DrawEnvCellShells(passes, pvFrame);
|
||||
DrawCellObjectLists(
|
||||
ctx,
|
||||
passes,
|
||||
pvFrame,
|
||||
clipAssembly,
|
||||
drawableCells,
|
||||
partition,
|
||||
viewcone,
|
||||
frameEntityPasses,
|
||||
in frameView);
|
||||
}
|
||||
|
||||
DrawExitPortalMasks(ctx, passes, pvFrame, clipAssembly, drawableCells);
|
||||
DrawEnvCellShells(passes, pvFrame);
|
||||
DrawCellObjectLists(
|
||||
ctx,
|
||||
passes,
|
||||
pvFrame,
|
||||
clipAssembly,
|
||||
drawableCells,
|
||||
partition,
|
||||
viewcone,
|
||||
frameEntityPasses,
|
||||
in frameView);
|
||||
DrawDynamicsLast(
|
||||
ctx,
|
||||
passes,
|
||||
|
|
@ -930,8 +1063,8 @@ public sealed class RetailPViewRenderer
|
|||
return;
|
||||
}
|
||||
}
|
||||
var sink = new WalkShadowSink();
|
||||
_walkShadowFrameWalk.WalkFrame(
|
||||
var sink = new WalkVisitedSetCollector();
|
||||
_frameWalk.WalkFrame(
|
||||
ctx.ViewerCellId, cameraCell, landscape, context, sink);
|
||||
|
||||
int onlyWalk = 0;
|
||||
|
|
@ -956,13 +1089,40 @@ public sealed class RetailPViewRenderer
|
|||
}
|
||||
}
|
||||
|
||||
private readonly Walk.RetailFrameWalk _walkShadowFrameWalk = new();
|
||||
// Campaign FW3.2b-2: the one RetailFrameWalk instance shared by the
|
||||
// diagnostic shadow probe, the production pre-walk collection pass, and
|
||||
// the real driven run — WalkFrame calls are never concurrent/re-entrant
|
||||
// within a single-threaded render loop, so one shared instance is safe
|
||||
// and avoids re-allocating the walk's own PView scratch per call site.
|
||||
private readonly Walk.RetailFrameWalk _frameWalk = new();
|
||||
|
||||
private sealed class WalkShadowSink : Walk.IWalkEventSink
|
||||
// Campaign FW3.2b-2: the pre-walk collection pass's reusable sink (see
|
||||
// DrawInside's walkActive block) — reset and re-driven once per frame.
|
||||
private readonly WalkVisitedSetCollector _walkVisitedScratch = new();
|
||||
|
||||
/// <summary>Campaign FW3.2b-2 (the I5 dual-shadow pattern, extended for
|
||||
/// production use): an events-only <see cref="Walk.IWalkEventSink"/> that
|
||||
/// collects the SETS a driven run would touch, without doing any leaf
|
||||
/// drawing itself — the shadow probe's original role, now ALSO the
|
||||
/// pre-walk collection pass's role (plan §FW3 item 1: the walk's flood
|
||||
/// cell set for the <c>prepareCells</c> union, the visited building list
|
||||
/// and landscape-cell turn ids for re-sourcing particle owners once the
|
||||
/// walk owns the static routes those owners used to ride).</summary>
|
||||
private sealed class WalkVisitedSetCollector : Walk.IWalkEventSink
|
||||
{
|
||||
public readonly HashSet<uint> Cells = new();
|
||||
public int BuildingCount;
|
||||
public int LandscapeCount;
|
||||
public readonly List<Walk.WalkBuilding> Buildings = new();
|
||||
public readonly HashSet<uint> LandscapeCellIds = new();
|
||||
|
||||
public int BuildingCount => Buildings.Count;
|
||||
public int LandscapeCount => LandscapeCellIds.Count;
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
Cells.Clear();
|
||||
Buildings.Clear();
|
||||
LandscapeCellIds.Clear();
|
||||
}
|
||||
|
||||
public void Emit(in Walk.WalkEvent walkEvent)
|
||||
{
|
||||
|
|
@ -975,14 +1135,358 @@ public sealed class RetailPViewRenderer
|
|||
foreach (uint id in walkEvent.Cells)
|
||||
Cells.Add(id);
|
||||
break;
|
||||
case Walk.WalkEventKind.Building:
|
||||
BuildingCount++;
|
||||
break;
|
||||
case Walk.WalkEventKind.Landscape:
|
||||
LandscapeCount++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnLandscapeCellTurn(uint cellId) => LandscapeCellIds.Add(cellId);
|
||||
|
||||
public void OnBuildingTurn(Walk.WalkBuilding building) => Buildings.Add(building);
|
||||
}
|
||||
|
||||
/// <summary>Campaign FW3.2b-2 — THE PRODUCTION ROOTING. Runs the real
|
||||
/// <see cref="Walk.RetailFrameWalk"/> through
|
||||
/// <see cref="Walk.WalkFrameDriver"/> over
|
||||
/// <see cref="WbDrawDispatcher.SubmitOrderedStream"/>: terrain/sky, every
|
||||
/// building's shell + punch + look-in cell statics, and the interior
|
||||
/// root's own flood shells + statics (with retail's depth-clear/exit-seal
|
||||
/// turn, via <see cref="DrawExitPortalMasks"/> bound as the driver's own
|
||||
/// seal action) all draw here, in walk order — replacing
|
||||
/// <see cref="DrawLandscapeThroughOutsideView"/>'s static half,
|
||||
/// <see cref="DrawExitPortalMasks"/>'s old top-level call,
|
||||
/// <see cref="DrawEnvCellShells"/>, and <see cref="DrawCellObjectLists"/>'s
|
||||
/// static half for this frame (plan §FW3 "FW3.2b-2 — the production
|
||||
/// rooting", item 2). Also re-sources the particle owners the routes it
|
||||
/// just replaced used to ride (item 4).</summary>
|
||||
private void DrawWalkDrivenStatics(
|
||||
RetailPViewFrameInput ctx,
|
||||
RetailPViewPassExecutor passes,
|
||||
ClipFrameAssembly clipAssembly,
|
||||
PortalVisibilityFrame pvFrame,
|
||||
HashSet<uint> drawableCells,
|
||||
Walk.WalkProductionFrameContext walkContext,
|
||||
Walk.WalkCell? cameraCell,
|
||||
Walk.WalkLandscape landscape)
|
||||
{
|
||||
_walkWorldData!.BeginFrame(_sceneFrameProduct!.SceneQuery, ctx.PlayerLandblockId ?? 0u);
|
||||
|
||||
Action clearInteriorDepth = () =>
|
||||
{
|
||||
// Retail PView::DrawCells 0x005A4872 drains the landscape alpha
|
||||
// list immediately before the gated full depth clear — mirrors
|
||||
// DrawLandscapeThroughOutsideView's own pre-clear drain (this
|
||||
// action only ever fires for an INTERIOR root; see
|
||||
// IWalkFrameLeafRenderer.ClearInteriorDepth's own doc comment for
|
||||
// why the driver never invokes it outdoors).
|
||||
passes.FlushLandscapeAlpha();
|
||||
passes.ClearInteriorDepth();
|
||||
};
|
||||
Action drawExitSeals = () =>
|
||||
DrawExitPortalMasks(ctx, passes, pvFrame, clipAssembly, drawableCells);
|
||||
|
||||
var leafRenderer = new WalkProductionLeafRenderer(
|
||||
passes, ctx, clipAssembly, clearInteriorDepth, drawExitSeals);
|
||||
var driver = new Walk.WalkFrameDriver(passes.Dispatcher, leafRenderer, _walkWorldData);
|
||||
|
||||
var (frame, encoder) = passes.RequireWalkSubmission();
|
||||
|
||||
int activeTerrainSliceCount = clipAssembly.OutsideViewSlices.Length;
|
||||
if (ctx.RootCell.IsOutdoorNode && activeTerrainSliceCount != 1)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
"walk static cutover: an outdoor root's clip assembly produced "
|
||||
+ $"{activeTerrainSliceCount} outside-view slices, not the expected 1 — "
|
||||
+ "WalkFrameDriver's landscape turn assumes the outdoor root's default "
|
||||
+ "full-screen view (plan §FW3 item 2c's pinned assumption; assert "
|
||||
+ "rather than silently coercing to 1).");
|
||||
}
|
||||
|
||||
driver.RunFrame(
|
||||
_frameWalk,
|
||||
ctx.ViewerCellId,
|
||||
cameraCell,
|
||||
landscape,
|
||||
walkContext,
|
||||
frame,
|
||||
encoder,
|
||||
ctx.ViewProjection,
|
||||
ctx.CameraWorldPosition,
|
||||
activeTerrainSliceCount);
|
||||
|
||||
// Landscape-stage particle owners: the union of every outdoor-static
|
||||
// record from a landscape cell the walk visited this frame, plus
|
||||
// every shell record from a building the walk visited (plan §FW3
|
||||
// item 4 — retail gates particles per cell turn, ShouldDrawParticles
|
||||
// @0x0050FE60, so this is MORE retail-faithful than the old per-
|
||||
// slice sphere filter it replaces).
|
||||
_staticParticleUnionScratch.Clear();
|
||||
foreach (uint cellId in _walkVisitedScratch.LandscapeCellIds)
|
||||
UnionRecordOwners(_walkWorldData.GetOutdoorStatics(cellId), _staticParticleUnionScratch);
|
||||
foreach (Walk.WalkBuilding building in _walkVisitedScratch.Buildings)
|
||||
UnionRecordOwners(_walkWorldData.GetBuildingShellStatics(building), _staticParticleUnionScratch);
|
||||
if (_staticParticleUnionScratch.Count > 0)
|
||||
{
|
||||
passes.DrawLandscapeStaticParticles(
|
||||
ctx,
|
||||
new RetailPViewLandscapeStaticParticleContext(_staticParticleUnionScratch));
|
||||
_staticParticleUnionScratch.Clear();
|
||||
}
|
||||
|
||||
// Cell-stage particle owners for the interior root's OWN flood cells
|
||||
// (non-look-in — the walk draws their statics too, via
|
||||
// OnInteriorFloodDrawTurn/EmitCellTurn, so the retired CellStatic
|
||||
// route's cell-particle submission needs the same re-sourcing).
|
||||
// Look-in cells get their OWN per-cell union in
|
||||
// DrawBuildingLookInDynamics so a static owner is never submitted
|
||||
// twice.
|
||||
_cellParticleOwnerScratch.Clear();
|
||||
foreach (uint cellId in _walkVisitedScratch.Cells)
|
||||
{
|
||||
if (_lookInCellIds.Contains(cellId))
|
||||
continue;
|
||||
UnionRecordOwners(_walkWorldData.GetCellStatics(cellId), _cellParticleOwnerScratch);
|
||||
}
|
||||
if (_cellParticleOwnerScratch.Count > 0)
|
||||
{
|
||||
passes.DrawCellParticles(
|
||||
ctx,
|
||||
new RetailPViewCellSliceContext(0u, NoClipSlice, _cellParticleOwnerScratch));
|
||||
}
|
||||
}
|
||||
|
||||
private static void UnionRecordOwners(
|
||||
Walk.WalkFrameStaticRecords records, HashSet<uint> destination)
|
||||
{
|
||||
foreach (RenderProjectionRecord record in records.Records)
|
||||
{
|
||||
if (record.Source.LocalEntityId != 0)
|
||||
destination.Add(record.Source.LocalEntityId);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Campaign FW3.2b-2: the DYNAMICS-only remainder of the old
|
||||
/// <see cref="DrawLandscapeThroughOutsideView"/> + <see cref="DrawBuildingLookIns"/>
|
||||
/// split — the walk now draws every STATIC route (see
|
||||
/// <see cref="DrawWalkDrivenStatics"/>); this method keeps ONLY what
|
||||
/// stays on the OLD visibility pipeline per the plan's dual-compute
|
||||
/// split: outdoor-cell unattached particles, LookInObject dynamics + their
|
||||
/// per-cell particles, the late per-slice outside-dynamics/weather loop,
|
||||
/// and the late particle union submission.</summary>
|
||||
private void DrawLandscapeDynamicsPhase(
|
||||
RetailPViewFrameInput ctx,
|
||||
IRetailPViewPassExecutor passes,
|
||||
ClipFrameAssembly clipAssembly,
|
||||
InteriorEntityPartition.Result? partition,
|
||||
ViewconeCuller viewcone,
|
||||
IRenderFrameEntityPassExecutor? frameEntityPasses,
|
||||
in RenderFrameView frameView)
|
||||
{
|
||||
if (clipAssembly.OutsideViewSlices.Length == 0)
|
||||
return;
|
||||
|
||||
// Ownerless OUTDOOR-cell emitters — now unconditional: the old
|
||||
// hasBuildingLookIns gate only existed to sequence this submission
|
||||
// around the OLD static barrier drains, which no longer run here
|
||||
// (the walk owns its own alpha barriers — WalkFrameDriver.OnBuildingTurn).
|
||||
passes.DrawUnattachedSceneParticles(ctx, outdoorCells: true);
|
||||
|
||||
DrawBuildingLookInDynamics(
|
||||
ctx, passes, clipAssembly, partition, frameEntityPasses, in frameView);
|
||||
|
||||
// LATE phase (per slice): outside-stage dynamics' meshes + weather —
|
||||
// unchanged from DrawLandscapeThroughOutsideView's own late loop.
|
||||
_staticParticleUnionScratch.Clear();
|
||||
int probeSliceIndex = 0;
|
||||
foreach (var slice in clipAssembly.OutsideViewSlices)
|
||||
{
|
||||
passes.SetTerrainClip(slice.Planes);
|
||||
passes.ClearClipRouting();
|
||||
|
||||
_outdoorStaticScratch.Clear();
|
||||
_lateParticleOwnerScratch.Clear();
|
||||
foreach (var e in _outsideStageDynamics)
|
||||
{
|
||||
EntitySphere(e, out var c, out float r);
|
||||
if (viewcone.SphereVisibleInOutsideSlice(probeSliceIndex, c, r))
|
||||
{
|
||||
_outdoorStaticScratch.Add(e);
|
||||
if (!InteriorEntityPartition.IsIndoorCellId(e.ParentCellId))
|
||||
_lateParticleOwnerScratch.Add(e.Id);
|
||||
}
|
||||
}
|
||||
if (frameEntityPasses is not null)
|
||||
{
|
||||
RenderFrameRouteOwnerSelector.Union(
|
||||
_lateParticleOwnerScratch,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LandscapeOutsideDynamic,
|
||||
probeSliceIndex,
|
||||
0);
|
||||
}
|
||||
_candidateObserver?.ObservePViewBucket(
|
||||
CurrentRenderPViewRoute.LandscapeOutsideDynamic,
|
||||
probeSliceIndex,
|
||||
0,
|
||||
_outdoorStaticScratch);
|
||||
RenderFrameEntityDrawRequest? entityDraw =
|
||||
frameEntityPasses is null
|
||||
? null
|
||||
: new RenderFrameEntityDrawRequest(
|
||||
frameView,
|
||||
RenderFrameCandidateRoute.LandscapeOutsideDynamic,
|
||||
probeSliceIndex,
|
||||
0,
|
||||
ctx.PlayerLandblockId ?? 0);
|
||||
probeSliceIndex++;
|
||||
_staticParticleUnionScratch.UnionWith(_lateParticleOwnerScratch);
|
||||
passes.DrawLandscapeSliceLate(
|
||||
ctx,
|
||||
new RetailPViewLandscapeLateSliceContext(slice, _outdoorStaticScratch)
|
||||
{
|
||||
EntityDraw = entityDraw,
|
||||
});
|
||||
}
|
||||
|
||||
// Late-particle union submission — DynamicLast owners excluded, same
|
||||
// as DrawLandscapeThroughOutsideView's own final submission.
|
||||
if (frameEntityPasses is not null)
|
||||
{
|
||||
RenderFrameRouteOwnerSelector.ExceptRoute(
|
||||
_staticParticleUnionScratch, in frameView, RenderFrameCandidateRoute.DynamicLast);
|
||||
}
|
||||
if (_staticParticleUnionScratch.Count > 0)
|
||||
{
|
||||
passes.DrawLandscapeStaticParticles(
|
||||
ctx,
|
||||
new RetailPViewLandscapeStaticParticleContext(_staticParticleUnionScratch));
|
||||
_staticParticleUnionScratch.Clear();
|
||||
}
|
||||
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
}
|
||||
|
||||
/// <summary>Campaign FW3.2b-2: the DYNAMICS-only remainder of the old
|
||||
/// <see cref="DrawBuildingLookIns"/> — punches, shells, and look-in cell
|
||||
/// STATICS are now walk-owned (<see cref="Walk.WalkFrameDriver"/>'s
|
||||
/// Building/BuildingShell/LookInStatic turns); this method keeps ONLY the
|
||||
/// LookInObject route (now dynamic-classified — see
|
||||
/// <c>RenderScenePViewFrameBuilder.BuildLookInRoutes</c>) and the per-cell
|
||||
/// particle union that route's owners feed, unioned with the walk's
|
||||
/// static owners for that SAME cell (plan §FW3 item 4 — GetCellStatics
|
||||
/// fills the gap the retired CellStatic-route particle submission left
|
||||
/// for look-in cells specifically).</summary>
|
||||
private void DrawBuildingLookInDynamics(
|
||||
RetailPViewFrameInput ctx,
|
||||
IRetailPViewPassExecutor passes,
|
||||
ClipFrameAssembly clipAssembly,
|
||||
InteriorEntityPartition.Result? partition,
|
||||
IRenderFrameEntityPassExecutor? frameEntityPasses,
|
||||
in RenderFrameView frameView)
|
||||
{
|
||||
if (_lookInFrames.Count == 0)
|
||||
return;
|
||||
|
||||
int lookInRouteIndex = 0;
|
||||
for (int frameIndex = 0; frameIndex < _lookInFrames.Count; frameIndex++)
|
||||
{
|
||||
PortalVisibilityFrame frame = _lookInFrames[frameIndex];
|
||||
for (int i = frame.OrderedVisibleCells.Count - 1; i >= 0; i--)
|
||||
{
|
||||
uint cellId = frame.OrderedVisibleCells[i];
|
||||
var clipKey = new LookInClipCell(frameIndex, cellId);
|
||||
if (!clipAssembly.LookInCellToViewSlices.TryGetValue(
|
||||
clipKey,
|
||||
out ClipViewSlice[]? cellSlices)
|
||||
|| cellSlices.Length == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_cellStaticScratch.Clear();
|
||||
if (partition is not null)
|
||||
{
|
||||
foreach (var e in partition.Dynamics)
|
||||
if (e.ParentCellId == cellId)
|
||||
_cellStaticScratch.Add(e);
|
||||
}
|
||||
|
||||
bool cellDrewObjects = false;
|
||||
_cellParticleUnionScratch.Clear();
|
||||
foreach (ClipViewSlice slice in cellSlices)
|
||||
{
|
||||
int routeIndex = lookInRouteIndex++;
|
||||
passes.UseCellPortalViewRouting(cellId, slice);
|
||||
|
||||
if (frameEntityPasses is not null)
|
||||
{
|
||||
RenderFrameRouteOwnerSelector.Replace(
|
||||
_cellParticleOwnerScratch,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LookInObject,
|
||||
routeIndex,
|
||||
cellId);
|
||||
}
|
||||
else
|
||||
{
|
||||
ReplaceOwnerIds(
|
||||
_cellParticleOwnerScratch,
|
||||
_cellStaticScratch);
|
||||
}
|
||||
|
||||
if (frameEntityPasses is not null
|
||||
|| _cellStaticScratch.Count > 0)
|
||||
{
|
||||
_candidateObserver?.ObservePViewBucket(
|
||||
CurrentRenderPViewRoute.LookInObject,
|
||||
routeIndex,
|
||||
cellId,
|
||||
_cellStaticScratch);
|
||||
_oneCell.Clear();
|
||||
_oneCell.Add(cellId);
|
||||
DrawEntityRouteOrLegacy(
|
||||
ctx,
|
||||
passes,
|
||||
frameEntityPasses,
|
||||
in frameView,
|
||||
RenderFrameCandidateRoute.LookInObject,
|
||||
routeIndex,
|
||||
cellId,
|
||||
_cellStaticScratch,
|
||||
_oneCell);
|
||||
|
||||
cellDrewObjects = true;
|
||||
_cellParticleUnionScratch.UnionWith(
|
||||
_cellParticleOwnerScratch);
|
||||
}
|
||||
}
|
||||
|
||||
// The walk already drew this cell's STATIC content
|
||||
// (WalkFrameDriver's LookInStatic turn) but never submits
|
||||
// particles for it — GetCellStatics fills that gap, unioned
|
||||
// with the dynamic route's own owners so ONE
|
||||
// DrawCellParticles call covers both.
|
||||
if (_walkWorldData is not null)
|
||||
{
|
||||
Walk.WalkFrameStaticRecords statics =
|
||||
_walkWorldData.GetCellStatics(cellId);
|
||||
foreach (RenderProjectionRecord record in statics.Records)
|
||||
{
|
||||
if (record.Source.LocalEntityId != 0)
|
||||
{
|
||||
_cellParticleUnionScratch.Add(record.Source.LocalEntityId);
|
||||
cellDrewObjects = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (cellDrewObjects)
|
||||
{
|
||||
passes.DrawCellParticles(ctx, new RetailPViewCellSliceContext(
|
||||
cellId, NoClipSlice, _cellParticleUnionScratch));
|
||||
}
|
||||
}
|
||||
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawLandscapeThroughOutsideView(
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue