feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this session. User has verified these visually to some degree (e.g. lifestone / translucent meshes confirmed fine under the FrontFace flip; bridge / wall / collision regressions confirmed fixed after travel); not every path has been exhaustively gated. The cellar-flap defect remains OPEN and will be solved the retail-faithful way via a dedicated brainstorm (see handoff docs). Rendering core (reviewed, high confidence): - EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of the 80B CPU InstanceData struct the shader never expected — fixes the transform/texture "explosion" for any draw with >1 instance (cells that dedupe to a shared cellGeomId). Real root cause. - WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into same-cull runs with absolute uDrawIDOffset per run). - EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) + WorldEntity.BuildingShellAnchorCellId so building shells scope to their dat-derived building cell instead of rendering everywhere. - RenderOutsideInAcdream (look into buildings from outside) + CollectVisiblePortalBuildings frustum cull of portal bounds. - Sky-when-inside-building + per-cell audit probe + GL-state probe. Streaming / perf (test-covered; not independently code-reviewed this session): - Near/far priority queues so near work wins over far; PromoteToNear carries full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids rebuilding the animated-lookup dict in the hot draw path. Fixes the bridge-not-appearing / missing-walls / broken-collision-after-travel regressions and improves post-transition FPS. Tooling + docs: - tools/A8CellAudit: offline dat cell/portal/building dumper (portals + buildings modes) — reproduces the cellar-flap investigation with no launch. - docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil double-duty finding + the WB-recursive design decision + brainstorm prompt), entity-taxonomy, replan, issue-78 visibility investigation. Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert provisional pos.w clamp, and the probe families are kept (env-var gated, zero cost when off) because the pending option-2 cellar-flap brainstorm needs them. Strip in the option-2 ship commit. Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8 visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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#version 430 core
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//
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// Phase A8 — portal stencil mark + far-depth punch.
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// Phase A8 - portal stencil mark + far-depth punch.
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//
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// Position is in WORLD space (pipeline transforms cell-local portal
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// polygon vertices through cell.WorldTransform on the CPU before
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@ -10,10 +10,16 @@ layout(location = 0) in vec3 aPosition;
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uniform mat4 uViewProjection;
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// Note: no pos.w clamp — coplanar-camera degenerate is accepted per spec.
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// If stencil artifacts appear when the camera straddles an exit portal plane,
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// re-introduce the clamp from WB's PortalStencil.vert.
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void main()
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{
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gl_Position = uViewProjection * vec4(aPosition, 1.0);
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vec4 pos = uViewProjection * vec4(aPosition, 1.0);
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// Match WorldBuilder's PortalStencil.vert: keep portal polygons stable
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// when the chase camera straddles an exit portal plane. Without this,
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// near-zero clip W can explode the screen-space portal mask and let the
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// Step 4 terrain pass punch into indoor floor/wall pixels for a frame.
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if (abs(pos.w) < 0.001)
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pos.w = pos.w < 0.0 ? -0.001 : 0.001;
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gl_Position = pos;
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}
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