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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38 changed files with 3965 additions and 277 deletions
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@ -1,5 +1,6 @@
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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namespace AcDream.Core.World;
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@ -83,6 +84,7 @@ public static class LandblockLoader
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Rotation = building.Frame.Orientation,
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MeshRefs = Array.Empty<MeshRef>(),
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IsBuildingShell = true, // Phase A8: tag at source array boundary
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BuildingShellAnchorCellId = FirstBuildingAnchorCellId(building, landblockId),
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};
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buildingEntity.RefreshAabb(); // A.5 T18: populate cached AABB at construction
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result.Add(buildingEntity);
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@ -96,4 +98,20 @@ public static class LandblockLoader
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var type = id & TypeMask;
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return type == GfxObjMask || type == SetupMask;
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}
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private static uint? FirstBuildingAnchorCellId(BuildingInfo building, uint landblockId)
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{
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if (landblockId == 0)
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return null;
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uint lbPrefix = landblockId & 0xFFFF0000u;
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foreach (var portal in building.Portals)
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{
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if (portal.OtherCellId == 0xFFFF)
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continue;
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return lbPrefix | (uint)portal.OtherCellId;
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}
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return null;
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}
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}
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@ -56,13 +56,24 @@ public sealed class WorldEntity
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///
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/// <para>
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/// Read at draw time by <c>WbDrawDispatcher</c>'s <c>IndoorPass</c>
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/// partition so building shells render unconditionally when the camera
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/// is inside their building (they ARE the indoor walls), not stencil-gated
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/// as outdoor scenery would be.
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/// partition so building shells can render when the camera is inside their
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/// own building (they ARE the indoor walls), not stencil-gated as outdoor
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/// scenery would be.
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/// </para>
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/// </summary>
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public bool IsBuildingShell { get; init; }
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/// <summary>
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/// Dat-derived EnvCell anchor for a building shell. Building shells are
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/// top-level landblock stabs, so they do not have a real ParentCellId, but
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/// the LandBlockInfo.Buildings[] portal list names cells owned by the same
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/// building. The indoor renderer uses this anchor only for draw scoping:
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/// a shell renders in IndoorPass when its anchor belongs to the camera
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/// building's EnvCell set. Collision still treats the shell as an outdoor
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/// stab unless ParentCellId is explicitly set.
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/// </summary>
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public uint? BuildingShellAnchorCellId { get; init; }
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/// <summary>
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/// Uniform scale applied to this entity's mesh by the scenery pipeline.
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/// For scenery objects this is spawn.Scale (typically 0.8–1.3). For stabs
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