BR-2 commit 2: far-Z PUNCH on building entry apertures (outdoor + look-in)
Mirror of commit 1's seal: the punch half of retail's invisible portal depth writes (DrawPortalPolyInternal maxZ1, Ghidra 0x0059bc90; ConstructView(CBldPortal) mode-1, pc:433827). Generalized DrawRetailPViewExitPortalSeal -> DrawRetailPViewPortalDepthWrite with retail's maxZ1/maxZ2 selector (forceFarZ): - INTERIOR root: forceFarZ=false (SEAL, true depth) - unchanged from c1. - OUTDOOR root + DrawPortal look-in: forceFarZ=true (PUNCH, far depth) - erase the terrain depth inside a flooded building's entry aperture so the interior shows THROUGH the doorway against the nearer front-ground. Architectural note (divergence from retail ORDER, same RESULT): retail draws the shell LAST (DrawBuilding Draw(part,1) punch -> draw interior -> Draw(part,0) shell) so the shell closes everything outside the punch. Our pipeline draws the building shell FIRST (it is an outdoor WorldEntity in the landscape pass), so the outside-the-aperture wall occlusion is already in the depth buffer when interiors draw - we need ONLY the punch for in-aperture visibility, no shell reorder. The punch is confined to each door polygon clipped to its slice (NOT a full clear), so it does not reintroduce the 'cellar paints over everything' hazard that gated the old outdoor ClearDepthSlice to null. DrawExitPortalMasks is now wired on the outdoor-root DrawInside context and the DrawPortal look-in context (both previously null -> no-op). Suites: build green, App 226 green, Core 1398 + 4 pre-existing #99-era. NEEDS VISUAL GATE (batched with BR-3): outdoor interiors-through-doorways must not bleed; cellar grass-sweep (#108) gone; tower stairs near+far. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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1 changed files with 35 additions and 16 deletions
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@ -7656,9 +7656,12 @@ public sealed class GameWindow : IDisposable
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_gl.DepthMask(true); // depth clears honor glDepthMask (c4df241 lesson)
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_gl.Clear(ClearBufferMask.DepthBufferBit);
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},
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DrawExitPortalMasks = clipRoot.IsOutdoorNode
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? null
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: sliceCtx => DrawRetailPViewExitPortalSeal(sliceCtx, envCellViewProj),
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// BR-2: interior roots SEAL exit doors at true depth (#108);
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// outdoor roots PUNCH building entry apertures to far-Z so
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// flooded interiors show through doorways from outside.
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DrawExitPortalMasks = sliceCtx =>
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DrawRetailPViewPortalDepthWrite(sliceCtx, envCellViewProj,
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forceFarZ: clipRoot.IsOutdoorNode),
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DrawCellParticles = sliceCtx =>
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DrawRetailPViewCellParticles(sliceCtx, camera, camPos),
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EmitDiagnostics = result =>
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@ -7804,6 +7807,11 @@ public sealed class GameWindow : IDisposable
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MaxSeedDistance = 48f,
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LandblockEntries = _worldState.LandblockEntries,
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SetTerrainClipUbo = uboId => _terrain?.SetClipUbo(uboId),
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// BR-2: outside-looking-in — PUNCH building entry apertures
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// to far-Z so the flooded interior shows through the doorway.
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DrawExitPortalMasks = sliceCtx =>
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DrawRetailPViewPortalDepthWrite(sliceCtx, envCellViewProj,
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forceFarZ: true),
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});
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if (portalResult is not null)
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@ -9559,18 +9567,29 @@ public sealed class GameWindow : IDisposable
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DisableClipDistances();
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}
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// BR-2 seal: re-stamp the TRUE depth of every outside-leading portal of this
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// cell, clipped to the slice's view region — retail PView::DrawCells loop 1
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// (Ghidra 0x005a4840, pc:432783-432786): after the landscape draws through
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// the outside views and the depth buffer is cleared, every portal with
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// other_cell_id==0xFFFF gets DrawPortalPolyInternal(poly, false) — an
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// invisible depth write at the portal plane, so interior geometry FARTHER
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// than the doorway z-fails inside the aperture and the terrain seen through
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// it keeps its pixels (#108). Wiring only — the draw lives in
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// PortalDepthMaskRenderer.
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private void DrawRetailPViewExitPortalSeal(
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// BR-2: retail's invisible portal depth writes on every outside-leading
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// portal (other_cell_id==0xFFFF) of this cell, clipped to the slice's view
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// region — D3DPolyRender::DrawPortalPolyInternal (Ghidra 0x0059bc90),
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// dispatched by PView::DrawCells (Ghidra 0x005a4840). The forceFarZ flag is
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// retail's maxZ1(true)/maxZ2(false) selector:
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//
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// • INTERIOR root (forceFarZ=false → SEAL, true depth): after the full
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// depth clear, stamp the door plane so interior geometry beyond the door
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// z-fails inside the aperture and the terrain drawn through the outside
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// view keeps its pixels (#108).
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// • OUTDOOR root / look-in (forceFarZ=true → PUNCH, far depth): after the
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// landscape + shell drew, erase the terrain depth inside the building's
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// entry aperture so the flooded interior shows THROUGH the doorway
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// against the nearer front-ground. Our pipeline draws the shell FIRST
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// (as an outdoor entity in the landscape pass), so — unlike retail's
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// shell-LAST order — we get the outside-the-aperture wall occlusion for
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// free and need only the punch for in-aperture visibility (no reorder).
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//
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// Wiring only — the draw lives in PortalDepthMaskRenderer.
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private void DrawRetailPViewPortalDepthWrite(
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AcDream.App.Rendering.RetailPViewCellSliceContext sliceCtx,
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System.Numerics.Matrix4x4 viewProjection)
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System.Numerics.Matrix4x4 viewProjection,
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bool forceFarZ)
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{
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if (_portalDepthMask is null)
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return;
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@ -9581,7 +9600,7 @@ public sealed class GameWindow : IDisposable
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for (int i = 0; i < cell.Portals.Count; i++)
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{
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if (cell.Portals[i].OtherCellId != 0xFFFF)
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continue; // seals apply to portals leading OUTSIDE only
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continue; // depth writes apply to portals leading OUTSIDE only
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if (i >= cell.PortalPolygons.Count)
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break;
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var localVerts = cell.PortalPolygons[i];
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@ -9592,7 +9611,7 @@ public sealed class GameWindow : IDisposable
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for (int v = 0; v < n; v++)
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world[v] = System.Numerics.Vector3.Transform(localVerts[v], cell.WorldTransform);
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_portalDepthMask.DrawDepthFan(world[..n], viewProjection, sliceCtx.Slice.Planes, forceFarZ: false);
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_portalDepthMask.DrawDepthFan(world[..n], viewProjection, sliceCtx.Slice.Planes, forceFarZ);
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}
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}
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