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>
This commit is contained in:
parent
e415bb3863
commit
5dc4140c11
38 changed files with 3965 additions and 277 deletions
|
|
@ -6,10 +6,9 @@ namespace AcDream.App.Rendering.Wb;
|
|||
/// <summary>
|
||||
/// Phase A8 (2026-05-26): a logical building — one or more EnvCells linked
|
||||
/// via the dat-level <c>LandBlockInfo.Buildings</c> entry. Building shells (cottage
|
||||
/// walls, inn walls — <c>IsBuildingShell=true</c> entities) render unconditionally
|
||||
/// when the camera is inside this building's cells. The exit portal polygons
|
||||
/// are stencil-marked so outdoor visibility leaks through portal silhouettes
|
||||
/// only.
|
||||
/// walls, inn walls — <c>IsBuildingShell=true</c> entities) are scoped to this
|
||||
/// building's cells via their dat-derived anchor. The exit portal polygons are
|
||||
/// stencil-marked so outdoor visibility leaks through portal silhouettes only.
|
||||
///
|
||||
/// <para>Step 5 (cross-building visibility via 3-stencil-bit pipeline) uses
|
||||
/// the occlusion-query state to skip rendering when the building's portals
|
||||
|
|
@ -39,6 +38,18 @@ public sealed class Building
|
|||
/// polygon vertices via <see cref="AcDream.App.Rendering.LoadedCell.WorldTransform"/>.</summary>
|
||||
public required IReadOnlyList<Vector3[]> ExitPortalPolygons { get; init; }
|
||||
|
||||
/// <summary>True when <see cref="PortalBounds"/> contains at least one
|
||||
/// exit-portal vertex. Mirrors WB's <c>BuildingPortalGPU.VertexCount > 0</c>
|
||||
/// filter before a building participates in outside-in / Step 5 stencil
|
||||
/// visibility.</summary>
|
||||
public bool HasPortalBounds { get; init; }
|
||||
|
||||
/// <summary>World-space AABB of all exit portal polygons. WB's
|
||||
/// <c>PortalRenderManager.GetVisibleBuildingPortals</c> frustum-culls this
|
||||
/// box with near-plane ignored before adding the building to the portal
|
||||
/// visibility list.</summary>
|
||||
public WbBoundingBox PortalBounds { get; init; }
|
||||
|
||||
// -------------------------------------------------------------------------
|
||||
// Step 5 occlusion-query state (mutable, per-frame, RR9 scope).
|
||||
// -------------------------------------------------------------------------
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue