T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted

The complete retail drawing order in one installment (per the amended plan:
every installment is a COMPLETE retail behavior - the half-ported punch of
88be519 is re-landed here WITH the ordering that makes it correct):

  static world (sky/terrain/weather/shells/scenery)
    -> aperture depth writes (interior SEAL at true depth / outdoor+look-in
       PUNCH to far-Z; PortalDepthMaskRenderer, DrawPortalPolyInternal
       Ghidra 0x0059bc90)
    -> interior cells WHOLE, far-to-near, drawn once (DrawCells Loop 2,
       Ghidra 0x005a4840; use_built_mesh pc:427905)
    -> per-cell STATIC object lists
    -> ALL dynamics LAST (DrawDynamicsLast), depth-tested, never hard-clipped

InteriorEntityPartition: new contract - every ServerGuid != 0 entity goes
to Dynamics regardless of cell (indoor/outdoor/unresolved/hidden); ByCell
carries only dat-baked indoor statics of visible cells; Outdoor renamed
OutdoorStatic. Fixes the audit's livedynamic-invisible-under-interior-roots
divergence as a side effect (live entities are never dropped by the
visibility set; culling is T3's viewcone).

DELETED (retail has no counterpart): the gl_ClipDistance shell chop
(927fd8f enable + 9ce335e outdoor scoping + UseShellClipRouting + the
per-slice shell loop + clipShells param) - retail never clips cell
geometry; aperture exactness = punch/seal + z-buffer + this order. The
old per-slice scissored AABB depth clear is replaced by retail's single
gated full clear (ClearDepthForInterior). The interior-root LiveDynamic
top-up draw and the look-in's dynamics involvement are gone (one last
pass, no double-draws).

Closes at the T5 gate (expected): #114 (chop deleted), the char-eaten-by-
doorway regression (ordering), outdoor interiors-through-doorways (punch);
#108's render half (seal) - its membership half stays re-attributed.

Suites: build green, App 226 green (partition tests rewritten to the T1
contract), Core 1398 + 4 pre-existing #99-era + 1 skip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-11 11:16:27 +02:00
parent 1e5db94f0e
commit 579c8b06bc
4 changed files with 234 additions and 200 deletions

View file

@ -171,6 +171,7 @@ public sealed class GameWindow : IDisposable
// each frame on an indoor root (null on the outdoor root).
private AcDream.App.Rendering.InteriorRenderer? _interiorRenderer;
private AcDream.App.Rendering.RetailPViewRenderer? _retailPViewRenderer;
private AcDream.App.Rendering.PortalDepthMaskRenderer? _portalDepthMask;
private AcDream.App.Rendering.InteriorEntityPartition.Result? _interiorPartition;
// Phase U.3: the shared per-frame clip data (binding=2 mesh SSBO + terrain
@ -1845,6 +1846,10 @@ public sealed class GameWindow : IDisposable
_clipFrame ??= ClipFrame.NoClip();
_retailPViewRenderer = new AcDream.App.Rendering.RetailPViewRenderer(
_gl, _clipFrame, _envCellRenderer!, _wbDrawDispatcher!);
// T1: invisible portal depth writes (seal/punch) — retail
// DrawPortalPolyInternal (Ghidra 0x0059bc90).
_portalDepthMask = new AcDream.App.Rendering.PortalDepthMaskRenderer(_gl);
}
// Phase G.1 sky renderer — its own shader (sky.vert / sky.frag)
@ -7632,24 +7637,26 @@ public sealed class GameWindow : IDisposable
renderSky,
kf,
environOverrideActive),
// The depth clear is a doorway "look-in" trick: clear depth inside a door/window
// region so the cell seen THROUGH it draws over the terrain drawn through that
// region (the indoor root looking out). For the OUTDOOR-node root the only
// OutsideView slice is the FULL-SCREEN base terrain, so clearing its depth wipes the
// entire depth buffer AFTER terrain/exteriors/player drew — the flooded building
// interiors (cellars) would then paint over everything (cellar in front of the
// player; building interiors through the ground). Outdoors the interiors must
// depth-test against terrain+exteriors and appear only through real door openings,
// so issue NO depth clear. Interior roots keep the doorway clear (unchanged).
ClearDepthSlice = clipRoot.IsOutdoorNode
// T1: retail's depth discipline (PView::DrawCells, Ghidra 0x005a4840).
// INTERIOR roots: one FULL depth clear between the outside stage and
// the interior stage, then SEALS re-stamp every outside-leading
// portal's TRUE depth (#108's protective mechanism). OUTDOOR roots:
// no clear (the world's depth must survive) — instead each flooded
// building's entry aperture gets a far-Z PUNCH so its interior shows
// through the doorway. Both are safe ONLY because dynamics draw LAST
// (DrawDynamicsLast) — the first BR-2 attempt punched after dynamics
// and erased the player (reverted 88be519).
ClearDepthForInterior = clipRoot.IsOutdoorNode
? null
: slice =>
: () =>
{
bool zc = BeginDoorwayScissor(true, slice.NdcAabb);
_gl.Clear(ClearBufferMask.DepthBufferBit);
if (zc)
_gl.Disable(EnableCap.ScissorTest);
_gl.DepthMask(true); // depth clears honor glDepthMask (c4df241 lesson)
_gl.Clear(ClearBufferMask.DepthBufferBit);
},
DrawExitPortalMasks = sliceCtx =>
DrawRetailPViewPortalDepthWrite(sliceCtx, envCellViewProj,
forceFarZ: clipRoot.IsOutdoorNode),
DrawCellParticles = sliceCtx =>
DrawRetailPViewCellParticles(sliceCtx, camera, camPos),
EmitDiagnostics = result =>
@ -7703,45 +7710,32 @@ public sealed class GameWindow : IDisposable
|| pviewResult.ClipAssembly.OutsideViewSlices.Length > 0)
? "pviewScoped"
: sigSceneParticles;
sigOutdoorSceneryDrawn = pviewResult.Partition.Outdoor.Count > 0
sigOutdoorSceneryDrawn = pviewResult.Partition.OutdoorStatic.Count > 0
&& pviewResult.ClipAssembly.OutsideViewSlices.Length > 0;
// Render unification: DrawInside draws the Outdoor bucket (through the landscape
// slice) and the per-cell ByCell buckets, but NOT LiveDynamic — server entities with
// no resolved ParentCellId (the transient just-spawned / unpositioned case the old
// outdoor branch drew at the bottom of its block). Preserve that draw for the
// outdoor-node root so no live entity blinks out outdoors (spec section 10 regression
// guard). DrawInside's tail clears entity clip routing and disables clip distances, so
// visibleCellIds:null draws them unclipped — identical to the old outdoor path.
if (clipRoot.IsOutdoorNode
&& _interiorRenderer is not null
&& pviewResult.Partition.LiveDynamic.Count > 0)
{
_interiorRenderer.DrawEntityBucket(
camera, frustum, playerLb, animatedIds,
pviewResult.Partition.LiveDynamic, visibleCellIds: null);
sigLiveDynamicDrawnCount = pviewResult.Partition.LiveDynamic.Count;
}
// T1: DrawInside now draws ALL dynamics itself in its single
// last entity pass (DrawDynamicsLast) — the old LiveDynamic
// top-up draw is gone.
sigLiveDynamicDrawnCount = pviewResult.Partition.Dynamics.Count;
}
else
{
bool liveDynamicsDrawn = false;
if (_interiorRenderer is not null)
{
_outdoorRootNoCells.Clear();
var outdoorPartition = AcDream.App.Rendering.InteriorEntityPartition.Partition(
_outdoorRootNoCells, _worldState.LandblockEntries);
sigOutdoorRootObjectCount = outdoorPartition.Outdoor.Count;
sigOutdoorRootObjectCount = outdoorPartition.OutdoorStatic.Count;
if (outdoorPartition.Outdoor.Count > 0)
// T1: static world first (shells + scenery)…
if (outdoorPartition.OutdoorStatic.Count > 0)
{
_interiorRenderer.DrawEntityBucket(
camera,
frustum,
playerLb,
animatedIds,
outdoorPartition.Outdoor,
outdoorPartition.OutdoorStatic,
visibleCellIds: null);
}
@ -7795,6 +7789,12 @@ public sealed class GameWindow : IDisposable
MaxSeedDistance = 48f,
LandblockEntries = _worldState.LandblockEntries,
SetTerrainClipUbo = uboId => _terrain?.SetClipUbo(uboId),
// T1: look-in — PUNCH building entry apertures to far-Z so
// the flooded interior shows through the doorway. Safe:
// dynamics draw after this whole block.
DrawExitPortalMasks = sliceCtx =>
DrawRetailPViewPortalDepthWrite(sliceCtx, envCellViewProj,
forceFarZ: true),
});
if (portalResult is not null)
@ -7804,21 +7804,20 @@ public sealed class GameWindow : IDisposable
sigExteriorClipAssembly = portalResult.ClipAssembly;
sigExteriorDrawableCells = portalResult.DrawableCells;
sigExteriorPartition = portalResult.Partition;
liveDynamicsDrawn = portalResult.Partition.LiveDynamic.Count > 0;
if (liveDynamicsDrawn)
sigLiveDynamicDrawnCount = portalResult.Partition.LiveDynamic.Count;
}
}
if (!liveDynamicsDrawn && outdoorPartition.LiveDynamic.Count > 0)
// T1: …then ALL dynamics last (after the look-in punched +
// drew interiors), depth-tested, never hard-clipped.
if (outdoorPartition.Dynamics.Count > 0)
{
sigLiveDynamicDrawnCount = outdoorPartition.LiveDynamic.Count;
sigLiveDynamicDrawnCount = outdoorPartition.Dynamics.Count;
_interiorRenderer.DrawEntityBucket(
camera,
frustum,
playerLb,
animatedIds,
outdoorPartition.LiveDynamic,
outdoorPartition.Dynamics,
visibleCellIds: null);
}
}
@ -9333,7 +9332,7 @@ public sealed class GameWindow : IDisposable
if (partition is not null)
{
int shellTotal = 0, shellMesh = 0;
foreach (var e in partition.Outdoor)
foreach (var e in partition.OutdoorStatic)
if (e.IsBuildingShell) { shellTotal++; if (e.MeshRefs.Count > 0) shellMesh++; }
sb.Append(" bshell=").Append(shellTotal).Append('/').Append(shellMesh);
}
@ -9457,8 +9456,8 @@ public sealed class GameWindow : IDisposable
}
if (keys.Count > MaxCells)
sb.Append(",...");
sb.Append("] out=").Append(partition.Outdoor.Count)
.Append(" live=").Append(partition.LiveDynamic.Count);
sb.Append("] out=").Append(partition.OutdoorStatic.Count)
.Append(" live=").Append(partition.Dynamics.Count);
return sb.ToString();
}
@ -9550,6 +9549,51 @@ public sealed class GameWindow : IDisposable
DisableClipDistances();
}
// T1: retail's invisible portal depth writes on every outside-leading
// portal (other_cell_id==0xFFFF) of this cell, clipped to the slice's view
// region — D3DPolyRender::DrawPortalPolyInternal (Ghidra 0x0059bc90),
// dispatched by PView::DrawCells (Ghidra 0x005a4840). forceFarZ is
// retail's maxZ1(true)/maxZ2(false) selector:
// • INTERIOR root (false → SEAL, true depth): after the full depth clear,
// stamp the door plane so interior geometry beyond the door z-fails
// inside the aperture and the terrain drawn through the outside view
// keeps its pixels (#108's protective mechanism).
// • OUTDOOR root / look-in (true → PUNCH, far depth): erase the world's
// depth inside a flooded building's entry aperture so the interior
// drawn next shows THROUGH the doorway.
// Both are safe ONLY because dynamics draw last (DrawDynamicsLast) — the
// first BR-2 attempt punched after dynamics and erased the player
// (reverted 88be519). Wiring only — the draw lives in
// PortalDepthMaskRenderer.
private void DrawRetailPViewPortalDepthWrite(
AcDream.App.Rendering.RetailPViewCellSliceContext sliceCtx,
System.Numerics.Matrix4x4 viewProjection,
bool forceFarZ)
{
if (_portalDepthMask is null)
return;
if (!_cellVisibility.TryGetCell(sliceCtx.CellId, out var cell) || cell is null)
return;
Span<System.Numerics.Vector3> world = stackalloc System.Numerics.Vector3[32];
for (int i = 0; i < cell.Portals.Count; i++)
{
if (cell.Portals[i].OtherCellId != 0xFFFF)
continue; // depth writes apply to portals leading OUTSIDE only
if (i >= cell.PortalPolygons.Count)
break;
var localVerts = cell.PortalPolygons[i];
if (localVerts.Length < 3)
continue;
int n = System.Math.Min(localVerts.Length, world.Length);
for (int v = 0; v < n; v++)
world[v] = System.Numerics.Vector3.Transform(localVerts[v], cell.WorldTransform);
_portalDepthMask.DrawDepthFan(world[..n], viewProjection, sliceCtx.Slice.Planes, forceFarZ);
}
}
private void DrawRetailPViewCellParticles(
AcDream.App.Rendering.RetailPViewCellSliceContext sliceCtx,
ICamera camera,
@ -11773,6 +11817,7 @@ public sealed class GameWindow : IDisposable
_audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context
_wbDrawDispatcher?.Dispose();
_envCellRenderer?.Dispose(); // Phase A8
_portalDepthMask?.Dispose(); // T1
_clipFrame?.Dispose(); // Phase U.3
_skyRenderer?.Dispose(); // depends on sampler cache; dispose first
_samplerCache?.Dispose();

View file

@ -6,17 +6,35 @@ namespace AcDream.App.Rendering;
/// <summary>
/// Splits a frame's landblock entities into the draw buckets used by the
/// retail-style DrawInside flood. Indoor ownership wins for live dynamics too:
/// a player, NPC, door, or item with a current indoor ParentCellId belongs to
/// that cell's portal-clipped object list, not a global overlay pass.
/// retail-style DrawInside flood.
///
/// <para>T1 (fused BR-2/3, 2026-06-11) — retail draw-order contract: the
/// frame draws STATIC world first (terrain, building shells, scenery, then
/// flooded interior cells + their static object lists), and every DYNAMIC
/// (server-spawned: player, NPCs, doors, items) draws LAST, depth-tested,
/// never hard-clipped. This is what makes the aperture depth punch safe —
/// when the punch erases depth inside a doorway, no dynamic has been drawn
/// yet, so nothing visible is destroyed (retail: objects draw per cell AFTER
/// cells, PView::DrawCells epilogue Ghidra 0x005a4840; the first BR-2 attempt
/// punched after dynamics and erased the player, reverted 88be519).</para>
///
/// <list type="bullet">
/// <item><see cref="Result.ByCell"/> — indoor STATICS (dat-baked, ServerGuid==0)
/// per visible cell, drawn with their cell.</item>
/// <item><see cref="Result.OutdoorStatic"/> — outdoor statics (building
/// shells, scenery stabs), drawn with the world/landscape pass.</item>
/// <item><see cref="Result.Dynamics"/> — ALL server-spawned entities
/// (ServerGuid != 0) regardless of cell, plus unresolved-cell live entities;
/// drawn in the frame's single LAST entity pass.</item>
/// </list>
/// </summary>
public static class InteriorEntityPartition
{
public sealed class Result
{
public Dictionary<uint, List<WorldEntity>> ByCell { get; } = new();
public List<WorldEntity> Outdoor { get; } = new();
public List<WorldEntity> LiveDynamic { get; } = new();
public List<WorldEntity> OutdoorStatic { get; } = new();
public List<WorldEntity> Dynamics { get; } = new();
}
public static Result Partition(
@ -32,46 +50,29 @@ public static class InteriorEntityPartition
{
if (e.MeshRefs.Count == 0) continue;
// Retail contract: every server-spawned entity is a DYNAMIC
// and draws in the last pass — indoor, outdoor, or unresolved.
if (e.ServerGuid != 0)
{
if (e.ParentCellId is uint liveCell)
AddByCellOrOutdoor(e, liveCell, visibleCells, result);
else
result.LiveDynamic.Add(e);
result.Dynamics.Add(e);
}
else if (e.ParentCellId is uint cell)
else if (e.ParentCellId is uint cell && IsIndoorCellId(cell))
{
AddByCellOrOutdoor(e, cell, visibleCells, result);
if (!visibleCells.Contains(cell))
continue;
if (!result.ByCell.TryGetValue(cell, out var list))
result.ByCell[cell] = list = new List<WorldEntity>();
list.Add(e);
}
else
{
result.Outdoor.Add(e);
result.OutdoorStatic.Add(e);
}
}
}
return result;
}
private static void AddByCellOrOutdoor(
WorldEntity entity,
uint cellId,
HashSet<uint> visibleCells,
Result result)
{
if (!IsIndoorCellId(cellId))
{
result.Outdoor.Add(entity);
return;
}
if (!visibleCells.Contains(cellId))
return;
if (!result.ByCell.TryGetValue(cellId, out var list))
result.ByCell[cellId] = list = new List<WorldEntity>();
list.Add(entity);
}
private static bool IsIndoorCellId(uint cellId)
{
uint low = cellId & 0xFFFFu;

View file

@ -23,7 +23,6 @@ public sealed class RetailPViewRenderer
new(0, new Vector4(-1f, -1f, 1f, 1f), Array.Empty<Vector4>());
private readonly HashSet<uint> _oneCell = new(1);
private readonly Dictionary<uint, int> _oneCellSlot = new(1);
// R-A2: per-building flood grouping, reused across frames (inner lists cleared each frame).
private readonly Dictionary<uint, List<LoadedCell>> _buildingGroups = new();
@ -90,20 +89,21 @@ public sealed class RetailPViewRenderer
ctx.EmitDiagnostics?.Invoke(result);
// T1 (fused BR-2/3): retail's frame order — static world, then the
// aperture depth writes, then interior cells WHOLE far→near, then
// per-cell statics, then ALL dynamics last (retail draws objects after
// cells: PView::DrawCells Ghidra 0x005a4840; DrawBuilding 0x0059f2a0).
// The geometric shell chop (gl_ClipDistance crop, 927fd8f/9ce335e) is
// DELETED — retail never clips cell geometry; aperture exactness comes
// from the punch/seal depth writes + the z-buffer, and the dynamics-
// last order is what makes the punch safe (the first BR-2 attempt
// punched after dynamics and erased the player, reverted 88be519).
DrawLandscapeThroughOutsideView(ctx, clipAssembly, partition);
UseIndoorMembershipOnlyRouting();
DrawExitPortalMasks(ctx, pvFrame, clipAssembly, drawableCells);
// #113 fix scope (#114): GL-clip the shells only for the OUTDOOR root —
// the case the flood replay validated (tight, stable door-aperture
// regions) and the one that produced the phantom staircase. The first
// user gate (2026-06-11) showed INDOOR clip regions are not yet
// draw-quality (chopped stairs / vanishing inner walls at exits /
// see-through to neighbour rooms at the meeting hall) — indoor roots
// stay unclipped (yesterday's user-accepted state) until #114 brings
// the indoor regions to retail's pixel-exact crop.
DrawEnvCellShells(ctx, pvFrame, clipAssembly, drawableCells,
clipShells: ctx.RootCell.IsOutdoorNode);
DrawEnvCellShells(pvFrame);
DrawCellObjectLists(ctx, pvFrame, clipAssembly, drawableCells, partition);
DrawDynamicsLast(ctx, partition);
return result;
}
@ -201,10 +201,13 @@ public sealed class RetailPViewRenderer
ctx.EmitDiagnostics?.Invoke(result);
// T1: look-in order — punch the apertures, then interior cells WHOLE,
// then the looked-into building's per-cell statics. Dynamics are NOT
// drawn here: they belong exclusively to the frame's single last
// entity pass (the outdoor root's DrawDynamicsLast), which prevents
// double-draws of entities inside looked-into buildings.
DrawExitPortalMasks(ctx, pvFrame, clipAssembly, drawableCells);
// DrawPortal is the from-outside look-in path — same validated outdoor
// regime as the outdoor root (see #114 scope note in DrawInside).
DrawEnvCellShells(ctx, pvFrame, clipAssembly, drawableCells, clipShells: true);
DrawEnvCellShells(pvFrame);
DrawCellObjectLists(ctx, pvFrame, clipAssembly, drawableCells, partition);
RestoreNoClip(ctx.SetTerrainClipUbo);
@ -228,11 +231,18 @@ public sealed class RetailPViewRenderer
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeClipRouteEnabled)
EmitClipRouteProbe(clipAssembly, slice, probeSliceIndex);
probeSliceIndex++;
ctx.DrawLandscapeSlice(new RetailPViewLandscapeSliceContext(slice, partition.Outdoor));
ctx.DrawLandscapeSlice(new RetailPViewLandscapeSliceContext(slice, partition.OutdoorStatic));
}
foreach (var slice in clipAssembly.OutsideViewSlices)
ctx.ClearDepthSlice?.Invoke(slice);
// T1: retail clears the FULL depth buffer ONCE between the outside
// stage and the interior stage (PView::DrawCells, Ghidra 0x005a4840 —
// Clear gated on portalsDrawnCount; exact gate semantics is a plan
// open question, staged as "any outside slice drawn"), then re-stamps
// every outside-leading portal's TRUE depth (the seals,
// DrawExitPortalMasks). Replaces the old per-slice scissored AABB
// clear (wrong shape, no seal after it).
if (clipAssembly.OutsideViewSlices.Length > 0)
ctx.ClearDepthForInterior?.Invoke();
UseIndoorMembershipOnlyRouting();
}
@ -342,68 +352,43 @@ public sealed class RetailPViewRenderer
}
}
private void DrawEnvCellShells(
IRetailPViewCellDrawCallbacks ctx,
PortalVisibilityFrame pvFrame,
ClipFrameAssembly clipAssembly,
HashSet<uint> drawableCells, // param kept this task; removed in Task 4
bool clipShells)
private void DrawEnvCellShells(PortalVisibilityFrame pvFrame)
{
// Retail DrawCells Loop 2: every visible cell's shell, reverse cell_draw_list
// (far→near), per portal_view slice. No drawableCells filter — a cell without a
// clip-slot falls through GetCellSlicesOrNoClip to NoClipSlice and draws unclipped
// (sealed; per-slice trim returns in Task 4).
//
// #113 (2026-06-10): the per-slice clip MUST actually clip. Retail clips drawn
// CELL geometry to the accumulated portal view — Render::set_view (:343750)
// installs the view polygon's edge planes and DrawEnvCell submits every cell
// polygon with planeMask=0xffffffff (:427922) through ACRender::polyClipFinish.
// Our equivalent (UseShellClipRouting → mesh_modern.vert gl_ClipDistance) was
// routed but INERT: gl_ClipDistance writes are ignored unless GL_CLIP_DISTANCEi
// is enabled, and no caller enabled it for this pass — so flooded interior cells
// drew WHOLE, painting interior geometry across exterior walls (the Holtburg
// meeting-hall phantom staircase, AAB3 0x100 stair cell coincident with the
// shell's west wall). Self-contained per feedback_render_self_contained_gl_state;
// no early-outs between enable and disable. Slot-0 slices (SSBO count=0) still
// pass-all — the assembler's >8-plane scissor fallback remains unimplemented
// (rare; Issue113MeetingHallFloodTests pins 0 such slices at the hall).
// Characters/statics stay unclipped (DrawCellObjectLists): retail's mesh path is
// viewcone-check + BoundingType handling, and hard-clipping slices characters at
// doorways (the original UseIndoorMembershipOnlyRouting observation).
//
// clipShells (#114 scope, 2026-06-11): true only for outdoor-eye roots.
// The first user gate showed indoor clip regions are not draw-quality
// yet (chopped stairs / vanishing walls at exits) — indoor roots draw
// unclipped until #114 lands pixel-exact indoor regions.
if (clipShells)
for (int i = 0; i < ClipFrame.MaxPlanes; i++)
_gl.Enable(Silk.NET.OpenGL.EnableCap.ClipDistance0 + i);
// T1 (fused BR-2/3): retail DrawCells Loop 2 — every visible cell's
// shell drawn WHOLE, reverse cell_draw_list (far→near), drawn once.
// Retail NEVER clips cell geometry: the production path is the
// prebuilt mesh (DrawEnvCell use_built_mesh, pc:427905; the
// planeMask=0xffffffff legacy submit means skip-all-edges), and
// aperture exactness comes from the punch/seal depth writes + the
// z-buffer + this order. The former gl_ClipDistance chop
// (927fd8f/9ce335e, #114) is deleted with this rewrite.
// Per-cell opaque+transparent keeps the far→near transparent
// compositing the per-cell loop already provided.
UseIndoorMembershipOnlyRouting();
foreach (var entry in IndoorDrawPlan.ShellPass(pvFrame))
{
uint cellId = entry.CellId;
_oneCell.Clear();
_oneCell.Add(cellId);
var slices = GetCellSlicesOrNoClip(clipAssembly, cellId);
// BR-2 phantom-site probe: which cells draw their shell with a
// pass-all slice (NoClipSlice fallback or assembler slot-0)?
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbePhantomEnabled)
EmitPhantomShellProbe(cellId, slices, clipShells,
hadSlot: clipAssembly.CellIdToViewSlices.ContainsKey(cellId));
foreach (var slice in slices)
{
UseShellClipRouting(cellId, slice);
_oneCell.Add(entry.CellId);
_envCells.Render(WbRenderPass.Opaque, _oneCell);
_envCells.Render(WbRenderPass.Transparent, _oneCell);
}
}
if (clipShells)
for (int i = 0; i < ClipFrame.MaxPlanes; i++)
_gl.Disable(Silk.NET.OpenGL.EnableCap.ClipDistance0 + i);
// T1: the frame's single LAST entity pass — ALL server-spawned dynamics
// (player, NPCs, doors, items), indoor or out, drawn after the static
// world + punches + interior cells. Depth-tested, never hard-clipped
// (retail draws objects per cell AFTER cells and viewcone-culls them —
// PView::DrawCells epilogue Ghidra 0x005a4840; the sphere-vs-view cull is
// T3). Drawing dynamics last is what makes the aperture punch safe.
private void DrawDynamicsLast(
IRetailPViewCellDrawContext ctx,
InteriorEntityPartition.Result partition)
{
if (partition.Dynamics.Count == 0)
return;
UseIndoorMembershipOnlyRouting();
DrawEntityBucket(ctx, partition.Dynamics, visibleCellIds: null);
}
private void DrawCellObjectLists(
@ -413,6 +398,11 @@ public sealed class RetailPViewRenderer
HashSet<uint> drawableCells,
InteriorEntityPartition.Result partition)
{
// T1: per-cell STATIC object lists only (dat-baked 0x40 statics) —
// dynamics moved to DrawDynamicsLast. Far→near with the cells, after
// the shells (retail DrawCells epilogue: PortalList = cell's views →
// DrawObjCell, Ghidra 0x005a4840). Unclipped; per-view sphere culling
// (viewconeCheck) is T3.
for (int i = pvFrame.OrderedVisibleCells.Count - 1; i >= 0; i--)
{
uint cellId = pvFrame.OrderedVisibleCells[i];
@ -425,8 +415,8 @@ public sealed class RetailPViewRenderer
_oneCell.Clear();
_oneCell.Add(cellId);
// BR-2 phantom-site probe: entity buckets draw unclipped +
// un-viewcone'd by design — log the per-cell exposure.
// BR-2 phantom-site probe: static buckets draw unclipped +
// un-viewcone'd until T3 — log the per-cell exposure.
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbePhantomEnabled)
EmitPhantomObjsProbe(cellId, bucket.Count);
@ -440,29 +430,11 @@ public sealed class RetailPViewRenderer
// BR-2 phantom-site probe state: print-on-change per cell so the log stays
// diffable while the condition persists. Throwaway apparatus — strip when
// the #113 phantom residual closes (plan §BR-2).
private readonly Dictionary<uint, string> _phantomShellSig = new();
// the #113 phantom residual closes. (The [phantom-shell] half died with
// the T1 chop deletion — shells draw whole, there is no slice state left
// to report.)
private readonly Dictionary<uint, int> _phantomObjsSig = new();
private void EmitPhantomShellProbe(uint cellId, ClipViewSlice[] slices, bool clipShells, bool hadSlot)
{
var sb = new System.Text.StringBuilder(96);
sb.Append(clipShells ? "clip=on" : "clip=OFF");
sb.Append(hadSlot ? " slot=yes" : " slot=NONE(pass-all)");
sb.Append(" slices=[");
for (int i = 0; i < slices.Length; i++)
{
if (i > 0) sb.Append(',');
sb.Append(slices[i].Slot).Append(':').Append(slices[i].Planes.Length).Append("pl");
if (slices[i].Slot == 0) sb.Append("(PASS-ALL)");
}
sb.Append(']');
var sig = sb.ToString();
if (_phantomShellSig.TryGetValue(cellId, out var prev) && prev == sig) return;
_phantomShellSig[cellId] = sig;
Console.WriteLine($"[phantom-shell] cell=0x{cellId:X8} {sig}");
}
private void EmitPhantomObjsProbe(uint cellId, int bucketCount)
{
if (_phantomObjsSig.TryGetValue(cellId, out var prev) && prev == bucketCount) return;
@ -483,25 +455,14 @@ public sealed class RetailPViewRenderer
private void UseIndoorMembershipOnlyRouting()
{
// For MESHES (characters, statics) retail's DrawMesh performs portal-view
// visibility checks (Render::viewconeCheck on the drawing sphere) rather
// than hard per-poly clipping — feeding the 2D views into gl_ClipDistance
// slices characters at stair/door boundaries, which retail does not do.
// CELL SHELL geometry is different: retail clips it to the portal view
// (planeMask=0xffffffff per cell polygon, decomp :427922 + :343750) —
// DrawEnvCellShells enables exactly that (#113).
// T1: NOTHING in the world passes hard-clips geometry anymore — retail
// viewcone-CHECKS meshes (sphere vs view planes, T3) and never clips
// cell shells (DrawEnvCell draws the whole prebuilt mesh, pc:427905).
// This clears any clip routing left by the landscape slices.
_envCells.SetClipRouting(null);
_entities.ClearClipRouting();
}
private void UseShellClipRouting(uint cellId, ClipViewSlice slice)
{
_oneCellSlot.Clear();
_oneCellSlot[cellId] = slice.Slot;
_envCells.SetClipRouting(_oneCellSlot);
_entities.ClearClipRouting();
}
private void DrawEntityBucket(
IRetailPViewCellDrawContext ctx,
IReadOnlyList<WorldEntity> bucket,
@ -575,7 +536,11 @@ public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntries { get; init; }
public required Action<uint> SetTerrainClipUbo { get; init; }
public required Action<RetailPViewLandscapeSliceContext> DrawLandscapeSlice { get; init; }
public Action<ClipViewSlice>? ClearDepthSlice { get; init; }
/// <summary>T1: one full-buffer depth clear between the outside stage and the
/// interior stage (retail PView::DrawCells, Ghidra 0x005a4840). Null for outdoor
/// roots — outdoors the interiors must depth-test against terrain + exteriors and
/// appear only through punched apertures.</summary>
public Action? ClearDepthForInterior { get; init; }
public Action<RetailPViewCellSliceContext>? DrawExitPortalMasks { get; init; }
public Action<RetailPViewCellSliceContext>? DrawCellParticles { get; init; }
public Action<RetailPViewFrameResult>? EmitDiagnostics { get; init; }

View file

@ -6,6 +6,19 @@ using Xunit;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// T1 (fused BR-2/3) partition contract — retail draw order: static world
/// first, every server-spawned DYNAMIC in the frame's single LAST pass.
/// <list type="bullet">
/// <item>ALL ServerGuid != 0 entities land in <c>Dynamics</c> regardless of
/// cell (indoor, outdoor, unresolved, even non-visible cells — retail never
/// drops a live entity for visibility-set reasons; culling is the
/// viewcone's job, T3).</item>
/// <item><c>ByCell</c> carries only dat-baked indoor statics of VISIBLE
/// cells (drawn with their cell).</item>
/// <item><c>OutdoorStatic</c> carries shells/scenery (the world pass).</item>
/// </list>
/// </summary>
public class InteriorEntityPartitionTests
{
private const uint CellA = 0xA9B40170;
@ -30,7 +43,7 @@ public class InteriorEntityPartitionTests
(IReadOnlyDictionary<uint, WorldEntity>?)null) };
[Fact]
public void Partitions_LiveAndStaticEntities_ByCellOutdoorAndFallback()
public void AllServerSpawned_GoToDynamics_StaticsSplitByCellAndOutdoor()
{
var unresolvedLive = Ent(1, serverGuid: 0x5000000A, parentCell: null);
var liveNpcInCell = Ent(2, serverGuid: 0x80001234, parentCell: CellA);
@ -43,22 +56,25 @@ public class InteriorEntityPartitionTests
var result = InteriorEntityPartition.Partition(
visible, OneLb(0xA9B4FFFF, unresolvedLive, liveNpcInCell, staticA, staticB, scenery, liveOutdoor));
Assert.Single(result.LiveDynamic);
Assert.Contains(unresolvedLive, result.LiveDynamic);
// Every server-spawned entity is a dynamic — drawn in the last pass.
Assert.Equal(3, result.Dynamics.Count);
Assert.Contains(unresolvedLive, result.Dynamics);
Assert.Contains(liveNpcInCell, result.Dynamics);
Assert.Contains(liveOutdoor, result.Dynamics);
Assert.Equal(2, result.ByCell[CellA].Count);
Assert.Contains(liveNpcInCell, result.ByCell[CellA]);
// Indoor statics ride with their (visible) cell.
Assert.Single(result.ByCell[CellA]);
Assert.Contains(staticA, result.ByCell[CellA]);
Assert.Single(result.ByCell[CellB]);
Assert.Contains(staticB, result.ByCell[CellB]);
Assert.Equal(2, result.Outdoor.Count);
Assert.Contains(scenery, result.Outdoor);
Assert.Contains(liveOutdoor, result.Outdoor);
// Outdoor statics (shells/scenery) ride with the world pass.
Assert.Single(result.OutdoorStatic);
Assert.Contains(scenery, result.OutdoorStatic);
}
[Fact]
public void IndoorEntity_InNonVisibleCell_IsDropped()
public void HiddenCell_DropsStatics_ButNeverDynamics()
{
var staticHidden = Ent(3, serverGuid: 0, parentCell: HiddenCell);
var liveHidden = Ent(4, serverGuid: 0x80001234, parentCell: HiddenCell);
@ -67,9 +83,14 @@ public class InteriorEntityPartitionTests
var result = InteriorEntityPartition.Partition(
visible, OneLb(0xA9B4FFFF, staticHidden, liveHidden));
// A static in a non-flooded cell is not drawn this frame…
Assert.False(result.ByCell.ContainsKey(HiddenCell));
Assert.Empty(result.Outdoor);
Assert.Empty(result.LiveDynamic);
Assert.Empty(result.OutdoorStatic);
// …but a LIVE entity is never dropped by the visibility set (the old
// contract dropped it — the audit's livedynamic-invisible divergence).
Assert.Single(result.Dynamics);
Assert.Contains(liveHidden, result.Dynamics);
}
[Fact]
@ -85,5 +106,7 @@ public class InteriorEntityPartitionTests
new HashSet<uint> { CellA }, OneLb(0xA9B4FFFF, noMesh));
Assert.False(result.ByCell.ContainsKey(CellA));
Assert.Empty(result.Dynamics);
Assert.Empty(result.OutdoorStatic);
}
}