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:
Erik 2026-05-29 10:14:50 +02:00
parent e415bb3863
commit 5dc4140c11
38 changed files with 3965 additions and 277 deletions

View file

@ -1,5 +1,6 @@
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Core.World;
@ -83,6 +84,7 @@ public static class LandblockLoader
Rotation = building.Frame.Orientation,
MeshRefs = Array.Empty<MeshRef>(),
IsBuildingShell = true, // Phase A8: tag at source array boundary
BuildingShellAnchorCellId = FirstBuildingAnchorCellId(building, landblockId),
};
buildingEntity.RefreshAabb(); // A.5 T18: populate cached AABB at construction
result.Add(buildingEntity);
@ -96,4 +98,20 @@ public static class LandblockLoader
var type = id & TypeMask;
return type == GfxObjMask || type == SetupMask;
}
private static uint? FirstBuildingAnchorCellId(BuildingInfo building, uint landblockId)
{
if (landblockId == 0)
return null;
uint lbPrefix = landblockId & 0xFFFF0000u;
foreach (var portal in building.Portals)
{
if (portal.OtherCellId == 0xFFFF)
continue;
return lbPrefix | (uint)portal.OtherCellId;
}
return null;
}
}

View file

@ -56,13 +56,24 @@ public sealed class WorldEntity
///
/// <para>
/// Read at draw time by <c>WbDrawDispatcher</c>'s <c>IndoorPass</c>
/// partition so building shells render unconditionally when the camera
/// is inside their building (they ARE the indoor walls), not stencil-gated
/// as outdoor scenery would be.
/// partition so building shells can render when the camera is inside their
/// own building (they ARE the indoor walls), not stencil-gated as outdoor
/// scenery would be.
/// </para>
/// </summary>
public bool IsBuildingShell { get; init; }
/// <summary>
/// Dat-derived EnvCell anchor for a building shell. Building shells are
/// top-level landblock stabs, so they do not have a real ParentCellId, but
/// the LandBlockInfo.Buildings[] portal list names cells owned by the same
/// building. The indoor renderer uses this anchor only for draw scoping:
/// a shell renders in IndoorPass when its anchor belongs to the camera
/// building's EnvCell set. Collision still treats the shell as an outdoor
/// stab unless ParentCellId is explicitly set.
/// </summary>
public uint? BuildingShellAnchorCellId { get; init; }
/// <summary>
/// Uniform scale applied to this entity's mesh by the scenery pipeline.
/// For scenery objects this is spawn.Scale (typically 0.81.3). For stabs