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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parent
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38 changed files with 3965 additions and 277 deletions
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@ -61,6 +61,87 @@ public class IndoorCellStencilPipelineTests
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Assert.Equal(new Vector3(1, 1, 0), verts[2]);
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}
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[Fact]
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public void BuildTriangles_OnlyIncludesProvidedVisibleCells()
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{
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// The render path now feeds BuildTriangles from the portal traversal's
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// visible cells, not every cell in the building. A hidden room's exit
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// portal must not punch outdoor terrain into the current view.
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var visibleInnerCell = new LoadedCell
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{
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WorldTransform = Matrix4x4.Identity,
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Portals = new() { new CellPortalInfo(0x0102, 100, 0) },
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ClipPlanes = new() { default },
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PortalPolygons = new()
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{
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new[]
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{
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new Vector3(0, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(1, 1, 0),
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},
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},
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};
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var hiddenExitCell = new LoadedCell
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{
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WorldTransform = Matrix4x4.Identity,
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Portals = new() { new CellPortalInfo(0xFFFF, 101, 0) },
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ClipPlanes = new() { default },
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PortalPolygons = new()
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{
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new[]
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{
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new Vector3(10, 0, 0),
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new Vector3(11, 0, 0),
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new Vector3(11, 1, 0),
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},
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},
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};
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var visibleOnly = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { visibleInnerCell });
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var allBuildingCells = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { visibleInnerCell, hiddenExitCell });
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Assert.Empty(visibleOnly);
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Assert.Equal(3, allBuildingCells.Length);
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Assert.Equal(new Vector3(10, 0, 0), allBuildingCells[0]);
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}
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[Fact]
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public void BuildTriangles_CameraSideFilterSkipsExitPortalsBehindCamera()
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{
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var cell = new LoadedCell
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{
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Portals = new() { new CellPortalInfo(0xFFFF, 100, 0) },
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ClipPlanes = new()
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{
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new PortalClipPlane
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{
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Normal = Vector3.UnitX,
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D = 0f,
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InsideSide = 0,
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},
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},
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PortalPolygons = new()
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{
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new[]
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{
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new Vector3(0, 0, 0),
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new Vector3(0, 1, 0),
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new Vector3(0, 0, 1),
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},
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},
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};
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var visible = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell }, new Vector3(1, 0, 0));
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var rejected = PortalMeshBuilder.BuildTriangles(new List<LoadedCell> { cell }, new Vector3(-1, 0, 0));
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Assert.Equal(3, visible.Length);
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Assert.Empty(rejected);
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}
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[Fact]
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public void BuildTriangles_TriangulatesAsFan()
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{
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@ -127,4 +127,43 @@ public class BuildingLoaderTests
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Assert.Equal(b.BuildingId, cell150.BuildingId);
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Assert.Equal(b.BuildingId, cell151.BuildingId);
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}
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[Fact]
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public void Build_ComputesExitPortalBounds()
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{
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var cell150 = new AcDream.App.Rendering.LoadedCell
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{
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CellId = 0xA9B40150u,
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Portals = new List<AcDream.App.Rendering.CellPortalInfo>
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{
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new(0xFFFF, 0, 0),
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},
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PortalPolygons = new List<Vector3[]>
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{
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new[]
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{
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new Vector3(-1, 2, 3),
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new Vector3(4, 5, 6),
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new Vector3(7, -8, 9),
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},
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},
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WorldTransform = Matrix4x4.CreateTranslation(10, 20, 30),
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InverseWorldTransform = Matrix4x4.Identity,
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LocalBoundsMin = new Vector3(-5, -5, -5),
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LocalBoundsMax = new Vector3(5, 5, 5),
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ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
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};
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var info = MakeInfo((0x02000123u, new[] { 0x0150u }));
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var reg = BuildingLoader.Build(info, 0xA9B40000u,
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new Dictionary<uint, AcDream.App.Rendering.LoadedCell>
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{
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{ 0xA9B40150u, cell150 },
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});
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var b = System.Linq.Enumerable.First(reg.All());
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Assert.True(b.HasPortalBounds);
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Assert.Equal(new Vector3(9, 12, 33), b.PortalBounds.Min);
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Assert.Equal(new Vector3(17, 25, 39), b.PortalBounds.Max);
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}
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}
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@ -4,6 +4,8 @@
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// GL context and are visual-verified at the render frame (Task 10).
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using System.Collections.Generic;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using AcDream.App.Rendering.Wb;
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using Xunit;
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@ -114,6 +116,22 @@ public class EnvCellRendererTests
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// (Render() requires a GL context — visual-verified in Task 10.)
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[Fact]
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public void GpuInstanceUpload_UsesMeshModernMat4Stride()
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{
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// mesh_modern.vert declares SSBO InstanceData as exactly one mat4,
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// so the GPU array stride is 64 bytes. EnvCellRenderer's CPU
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// InstanceData also carries CellId/Flags for culling/filtering and
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// is 80 bytes; uploading that struct corrupts every instance after 0.
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Assert.Equal(64, Marshal.SizeOf<Matrix4x4>());
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Assert.Equal(80, Marshal.SizeOf<InstanceData>());
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var field = typeof(EnvCellRenderer).GetField("_gpuInstanceTransforms",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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Assert.NotNull(field);
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Assert.Equal(typeof(Matrix4x4[]), field!.FieldType);
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}
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// -----------------------------------------------------------------------
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// Pool-aliasing regression tests (2026-05-28 audit findings).
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//
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@ -37,6 +37,12 @@ public sealed class RuntimeOptionsTests
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// Default-on: RetailCloseDegrades is true unless explicitly disabled.
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Assert.True(opts.RetailCloseDegrades);
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Assert.False(opts.DumpSceneryZ);
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Assert.False(opts.A8DiagDisableInsideStep4Terrain);
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Assert.False(opts.A8DiagDisableInsideStep4Outdoor);
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Assert.False(opts.A8DiagDisableInsideStep3EnvCellOpaque);
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Assert.False(opts.A8DiagDisableInsideStep3IndoorPass);
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Assert.False(opts.A8DiagDisableInsideStep2Punch);
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Assert.False(opts.A8DiagDisablePortalDepthClamp);
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Assert.Null(opts.LegacyStreamRadius);
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Assert.False(opts.HasLiveCredentials);
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}
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@ -184,12 +190,24 @@ public sealed class RuntimeOptionsTests
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["ACDREAM_NO_AUDIO"] = "1",
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["ACDREAM_ENABLE_SKY_PES"] = "1",
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["ACDREAM_DUMP_SCENERY_Z"] = "1",
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["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP4_TERRAIN"] = "1",
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["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP4_OUTDOOR"] = "1",
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["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP3_ENVCELL_OPAQUE"] = "1",
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["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP3_INDOORPASS"] = "1",
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["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP2_PUNCH"] = "1",
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["ACDREAM_A8_DIAG_DISABLE_PORTAL_DEPTH_CLAMP"] = "1",
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}));
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Assert.True(allOn.DevTools);
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Assert.True(allOn.DumpMoveTruth);
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Assert.True(allOn.NoAudio);
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Assert.True(allOn.EnableSkyPesDebug);
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Assert.True(allOn.DumpSceneryZ);
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Assert.True(allOn.A8DiagDisableInsideStep4Terrain);
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Assert.True(allOn.A8DiagDisableInsideStep4Outdoor);
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Assert.True(allOn.A8DiagDisableInsideStep3EnvCellOpaque);
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Assert.True(allOn.A8DiagDisableInsideStep3IndoorPass);
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Assert.True(allOn.A8DiagDisableInsideStep2Punch);
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Assert.True(allOn.A8DiagDisablePortalDepthClamp);
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// Any non-"1" value leaves them off, matching the
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// string.Equals(env, "1", StringComparison.Ordinal) check.
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@ -200,12 +218,24 @@ public sealed class RuntimeOptionsTests
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["ACDREAM_NO_AUDIO"] = "2",
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["ACDREAM_ENABLE_SKY_PES"] = "on",
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["ACDREAM_DUMP_SCENERY_Z"] = " 1",
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["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP4_TERRAIN"] = "true",
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["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP4_OUTDOOR"] = "yes",
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["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP3_ENVCELL_OPAQUE"] = "2",
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["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP3_INDOORPASS"] = " 1",
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["ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP2_PUNCH"] = "true",
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["ACDREAM_A8_DIAG_DISABLE_PORTAL_DEPTH_CLAMP"] = "yes",
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}));
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Assert.False(anyOther.DevTools);
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Assert.False(anyOther.DumpMoveTruth);
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Assert.False(anyOther.NoAudio);
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Assert.False(anyOther.EnableSkyPesDebug);
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Assert.False(anyOther.DumpSceneryZ);
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Assert.False(anyOther.A8DiagDisableInsideStep4Terrain);
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Assert.False(anyOther.A8DiagDisableInsideStep4Outdoor);
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Assert.False(anyOther.A8DiagDisableInsideStep3EnvCellOpaque);
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Assert.False(anyOther.A8DiagDisableInsideStep3IndoorPass);
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Assert.False(anyOther.A8DiagDisableInsideStep2Punch);
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Assert.False(anyOther.A8DiagDisablePortalDepthClamp);
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}
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[Fact]
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