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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@ -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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