fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78)
EntityPassesVisibleCellGate no longer returns true unconditionally for outdoor scenery under a cell filter (was the headline #78 bleed). Outdoor scenery now draws only via the unfiltered bucket (visibleCellIds: null) + ResolveEntitySlot's OutsideView routing. The outdoor-root global Draw passes visibleCellIds: null (no portal-cell scoping outdoors; retires VisibleCellIds as a render gate — peering into buildings is R5). Updated the EntityClipTests case that pinned the old bypass (Included -> Excluded). 174/174 App tests green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 21 additions and 14 deletions
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@ -7584,10 +7584,14 @@ public sealed class GameWindow : IDisposable
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}
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else
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{
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// Outdoor root: the global entity pass (unchanged).
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// Outdoor root: draw the full outdoor world. No cell filter — outdoors there is no
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// portal-cell scoping (ClearClipRouting made every instance slot 0). R1 retires
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// visibility.VisibleCellIds as a render gate (peering into buildings is R5, a
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// separate pass). On the outdoor root visibility is null anyway, so this is the
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// same set the old code passed; null makes that explicit + gate-change-safe.
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_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: visibility?.VisibleCellIds,
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visibleCellIds: null,
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animatedEntityIds: animatedIds);
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}
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@ -1741,19 +1741,20 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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HashSet<uint>? visibleCellIds,
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EntitySet set)
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{
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// No cell filter (outdoor root, or a bucket drawn unfiltered like live-dynamics / outdoor
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// scenery) ⇒ every entity passes; clip-slot routing (ResolveEntitySlot) does the gating.
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if (visibleCellIds is null)
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return true;
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// A cell-membership filter is active. An interior static passes iff its cell is visible.
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if (entity.ParentCellId.HasValue)
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return visibleCellIds.Contains(entity.ParentCellId.Value);
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if (IsShellScopedSet(set) && entity.IsBuildingShell)
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{
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return entity.BuildingShellAnchorCellId is uint anchorCellId
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&& visibleCellIds.Contains(anchorCellId);
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}
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return true;
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// ParentCellId == null (outdoor scenery / building shell): NOT a member of any interior cell,
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// so it does NOT pass a cell-membership filter (R1: the bleed fix — was an unconditional
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// `return true`). When such entities must draw (through the doorway), the caller passes
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// visibleCellIds: null and relies on ResolveEntitySlot's OutsideView routing instead.
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return false;
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}
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// Phase U.1 (2026-05-30): the shell-scoped sets (IndoorPass / BuildingShells)
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@ -85,17 +85,19 @@ public sealed class EntityClipTests
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}
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[Fact]
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public void EntityClip_NullParentCell_NonNullVisibleSet_Included()
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public void EntityClip_NullParentCell_NonNullVisibleSet_Excluded()
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{
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// An outdoor entity (ParentCellId == null) with a non-null visibleCellIds
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// falls through to the final return-true (not a shell, not shell-scoped);
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// outdoor scenery is not gated by the indoor cell filter.
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// R1 (bleed fix #78): an outdoor entity (ParentCellId == null) with a non-null cell filter
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// does NOT pass — it is not a member of any interior cell. (Was an unconditional return-true
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// bypass, the headline outdoor-scenery bleed.) When such entities must draw through the
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// doorway, the caller passes visibleCellIds: null and the OutsideView clip-slot routing
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// (ResolveEntitySlot) gates them instead.
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var visibleCellIds = new HashSet<uint> { 0xA9B40170u };
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var entity = Entity(parentCellId: null);
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bool result = WbDrawDispatcher.EntityPassesVisibleCellGate(
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entity, visibleCellIds, WbDrawDispatcher.EntitySet.All);
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Assert.True(result);
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Assert.False(result);
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}
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}
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