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
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@ -5,10 +5,12 @@
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//
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// EntitySet.IndoorPass — ParentCellId.HasValue OR IsBuildingShell,
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// and NOT live-dynamic (ServerGuid == 0).
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// Building shells render unconditionally indoors;
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// Building shells are gated by their dat anchor;
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// live-dynamic flows through LiveDynamic instead.
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// EntitySet.OutdoorScenery — ParentCellId == null AND !IsBuildingShell
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// AND not live-dynamic.
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// EntitySet.OutdoorScenery — ParentCellId == null AND not live-dynamic.
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// Includes building shells for exterior/depth repair passes.
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// EntitySet.BuildingShells — IsBuildingShell only, gated by dat anchor when
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// visibleCellIds are supplied.
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// EntitySet.LiveDynamic — ServerGuid != 0 (player, NPCs, dropped items,
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// idle doors after animation). Drawn last with
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// stencil disabled.
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@ -46,12 +48,13 @@ public class WbDrawDispatcherEntitySetTests
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Rotation = Quaternion.Identity,
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};
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private static WorldEntity BuildingShell(uint id) => new()
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private static WorldEntity BuildingShell(uint id, uint? anchorCellId = null) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x02000001u,
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ParentCellId = null,
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IsBuildingShell = true,
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BuildingShellAnchorCellId = anchorCellId,
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MeshRefs = new List<MeshRef> { new() { GfxObjId = 0x01000001u } },
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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@ -90,11 +93,11 @@ public class WbDrawDispatcherEntitySetTests
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}
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[Fact]
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public void IndoorPass_IncludesBuildingShells_EvenWithNullParentCellId()
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public void IndoorPass_IncludesBuildingShells_WhenAnchorCellIsVisible()
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{
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var entities = new List<WorldEntity>
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{
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BuildingShell(0xC0000001), // cottage wall
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BuildingShell(0xC0000001, 0xA9B40143u), // cottage wall
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OutdoorScenery(0xC0000002), // tree
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CellEnt(0x40000001, 0xA9B40143),
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};
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@ -109,6 +112,47 @@ public class WbDrawDispatcherEntitySetTests
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Assert.DoesNotContain(0xC0000002u, result); // tree excluded
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}
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[Fact]
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public void IndoorPass_WithNullCellFilter_UsesEntitySetOnly()
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{
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var entities = new List<WorldEntity>
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{
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BuildingShell(0xC0000001, 0xA9B40143u),
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CellEnt(0x40000001, 0xA9B40143),
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CellEnt(0x40000002, 0xA9B40199),
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OutdoorScenery(0xC0000002),
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LiveDynamic(0x10000001, serverGuid: 0x50000123u),
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};
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities, visibleCellIds: null, set: WbDrawDispatcher.EntitySet.IndoorPass);
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Assert.Equal(3, result.Count);
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Assert.Contains(0xC0000001u, result);
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Assert.Contains(0x40000001u, result);
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Assert.Contains(0x40000002u, result);
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Assert.DoesNotContain(0xC0000002u, result);
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Assert.DoesNotContain(0x10000001u, result);
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}
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[Fact]
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public void IndoorPass_ExcludesBuildingShells_WhenAnchorCellIsNotVisible()
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{
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var entities = new List<WorldEntity>
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{
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BuildingShell(0xC0000001, 0xA9B40150u),
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CellEnt(0x40000001, 0xA9B40143),
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};
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var visible = new HashSet<uint> { 0xA9B40143u };
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities, visibleCellIds: visible, set: WbDrawDispatcher.EntitySet.IndoorPass);
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Assert.Single(result);
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Assert.Contains(0x40000001u, result);
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Assert.DoesNotContain(0xC0000001u, result);
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}
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[Fact]
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public void IndoorPass_ExcludesLiveDynamic()
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{
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@ -128,11 +172,11 @@ public class WbDrawDispatcherEntitySetTests
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}
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[Fact]
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public void OutdoorScenery_ExcludesBuildingShells()
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public void OutdoorScenery_IncludesBuildingShells()
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{
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var entities = new List<WorldEntity>
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{
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BuildingShell(0xC0000001), // cottage wall — excluded
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BuildingShell(0xC0000001), // cottage wall — included
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OutdoorScenery(0xC0000002), // tree — included
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CellEnt(0x40000001, 0xA9B40143), // cell — excluded
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};
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@ -140,9 +184,9 @@ public class WbDrawDispatcherEntitySetTests
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities, visibleCellIds: null, set: WbDrawDispatcher.EntitySet.OutdoorScenery);
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Assert.Single(result);
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Assert.Equal(2, result.Count);
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Assert.Contains(0xC0000002u, result);
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Assert.DoesNotContain(0xC0000001u, result);
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Assert.Contains(0xC0000001u, result);
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Assert.DoesNotContain(0x40000001u, result);
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}
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@ -163,6 +207,30 @@ public class WbDrawDispatcherEntitySetTests
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Assert.DoesNotContain(0x10000001u, result);
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}
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[Fact]
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public void BuildingShells_IncludesOnlyAnchoredShells()
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{
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var entities = new List<WorldEntity>
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{
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BuildingShell(0xC0000001, 0xA9B40143u),
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BuildingShell(0xC0000002, 0xA9B40999u),
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OutdoorScenery(0xC0000003),
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CellEnt(0x40000001, 0xA9B40143),
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LiveDynamic(0x10000001, serverGuid: 0x50000123u),
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};
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var visible = new HashSet<uint> { 0xA9B40143u };
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities, visibleCellIds: visible, set: WbDrawDispatcher.EntitySet.BuildingShells);
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Assert.Single(result);
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Assert.Contains(0xC0000001u, result);
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Assert.DoesNotContain(0xC0000002u, result);
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Assert.DoesNotContain(0xC0000003u, result);
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Assert.DoesNotContain(0x40000001u, result);
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Assert.DoesNotContain(0x10000001u, result);
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}
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[Fact]
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public void LiveDynamic_IncludesOnlyServerSpawned()
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{
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