feat(render): Phase A8 R3 — wire stencil pipeline into render frame (WB order)
Replaces the pre-A8 single dispatcher call with the WB RenderInsideOut order when cameraInsideCell: 1. Terrain draws normally (color + depth) 2. depth-clear-if-inside (depth = 1.0 globally) 3. MarkAndPunch — stencil bit 1 at camera's-own-cell exit portals 4. IndoorPass — cell mesh + cell statics + building shells, stencil OFF 5. EnableOutdoorPass + re-draw terrain + OutdoorScenery, stencil-gated 6. DisableStencil + LiveDynamic, depth-test only Outdoor (cameraInsideCell == false) path unchanged: single Draw(set: All). Step 5 (WB's 3-stencil-bit cross-cell-portal pipeline) is DEFERRED — we mark only the camera's own cell's exit portals via [visibility.CameraCell], not the BFS-extended VisibleCellIds. Trade-off documented in docs/research/2026-05-26-a8-entity-taxonomy.md §"open questions". Adds IndoorCellStencilPipeline field + ctor wiring + Dispose. Field types the partition consumers from R2; the ParentCellId / IsBuildingShell / ServerGuid distinctions are now consumed at runtime. Visual verification at cottage interior / cottage cellar / inn interior / dungeon is R4. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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1 changed files with 84 additions and 13 deletions
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@ -36,6 +36,7 @@ public sealed class GameWindow : IDisposable
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private AcDream.App.Rendering.Wb.EntitySpawnAdapter? _wbEntitySpawnAdapter;
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private AcDream.App.Rendering.Vfx.EntityScriptActivator? _entityScriptActivator;
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private AcDream.App.Rendering.Wb.WbDrawDispatcher? _wbDrawDispatcher;
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private IndoorCellStencilPipeline? _indoorStencilPipeline;
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/// <summary>Phase N.5: ARB_bindless_texture + ARB_shader_draw_parameters
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/// support. Required at startup — missing bindless throws
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/// <see cref="NotSupportedException"/> in <c>OnLoad</c>.</summary>
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@ -1752,6 +1753,15 @@ public sealed class GameWindow : IDisposable
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_classificationCache);
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// A.5 T22.5: apply A2C gate from quality preset.
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_wbDrawDispatcher.AlphaToCoverage = _resolvedQuality.AlphaToCoverage;
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// Phase A8 R3 — indoor visibility culling pipeline. Owns the
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// portal_stencil shader pair and a dynamic VBO for per-frame
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// portal triangle uploads. Stencil work runs only when the
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// camera is inside an EnvCell; outside, the object is dormant.
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_indoorStencilPipeline = new IndoorCellStencilPipeline(
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_gl,
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Path.Combine(shadersDir, "portal_stencil.vert"),
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Path.Combine(shadersDir, "portal_stencil.frag"));
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}
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// Phase G.1 sky renderer — its own shader (sky.vert / sky.frag)
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@ -7119,14 +7129,10 @@ public sealed class GameWindow : IDisposable
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if (cameraInsideCell)
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_gl!.Clear(ClearBufferMask.DepthBufferBit);
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// L-fix1 (2026-04-28): pass the set of animated-entity ids so
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// the renderer keeps remote players / NPCs / monsters
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// visible even when their landblock rotates out of the
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// frustum. Without this, other characters wink in/out as
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// the camera turns. The set is rebuilt per-frame from
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// _animatedEntities — it's small (<100 entities typically)
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// so HashSet allocation is cheap. Static scenery still
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// respects landblock-level cull.
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// L-fix1 (2026-04-28): animated-entity id set. Required by both
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// the cameraInsideCell branch (to route them to LiveDynamic pass)
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// and the outdoor path (where it preserves visibility across
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// landblock frustum culling).
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HashSet<uint>? animatedIds = null;
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if (_animatedEntities.Count > 0)
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{
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@ -7135,11 +7141,75 @@ public sealed class GameWindow : IDisposable
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animatedIds.Add(k);
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}
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// N.5: WbDrawDispatcher is always non-null (modern path mandatory).
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_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: visibility?.VisibleCellIds,
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animatedEntityIds: animatedIds);
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if (cameraInsideCell && _indoorStencilPipeline is not null
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&& visibility?.CameraCell is not null)
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{
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// Phase A8 R3 — WB RenderInsideOut order.
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//
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// 1. Terrain has already drawn (color + depth) at line ~7104.
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// 2. depth-clear-if-inside has already cleared depth to 1.0
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// (above this branch at line ~7118). The MarkAndPunch
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// below is a no-op against that baseline — left in for
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// symmetry with WB's reference pipeline and to handle
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// the unusual case where depth-clear is later dropped.
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// 3. MarkAndPunch — stencil bit 1 at the camera's-own-cell
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// exit portals. Step 5 (cross-cell-portal visibility via
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// 3-stencil-bit pipeline) is DEFERRED — we mark ONLY the
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// camera's own cell's portals, not the BFS-extended
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// VisibleCellIds. Trade-off: cross-cell visibility loss
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// (rare visually); correctness in the common case (no
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// see-through-wall to far-side portal openings).
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var cameraCells = new[] { visibility.CameraCell };
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_indoorStencilPipeline.UploadPortalMesh(cameraCells);
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var viewProjection = camera.View * camera.Projection;
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_indoorStencilPipeline.MarkAndPunch(viewProjection);
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// 4. IndoorPass — cell mesh + cell statics + building shells
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// (R1's IsBuildingShell flag drives the partition).
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// Stencil OFF (MarkAndPunch's cleanup restored that).
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// Depth test normal; building shells write the wall depth
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// that protects the indoor from outdoor visibility.
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_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: visibility.VisibleCellIds,
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animatedEntityIds: animatedIds,
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set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.IndoorPass);
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// 5. Stencil-gated outdoor pass.
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_indoorStencilPipeline.EnableOutdoorPass();
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// 5a. Re-draw terrain — at portal-silhouette pixels only,
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// terrain Z (with the f48c74a -0.01 nudge) wins over the
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// punched 1.0 depth. Color writes through window.
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_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
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// 5b. Outdoor scenery — same stencil gating.
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_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: visibility.VisibleCellIds,
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animatedEntityIds: animatedIds,
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set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.OutdoorScenery);
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// 6. Stencil OFF — live dynamic entities draw freely with
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// depth test only (no stencil clipping).
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_indoorStencilPipeline.DisableStencil();
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_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: visibility.VisibleCellIds,
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animatedEntityIds: animatedIds,
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set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.LiveDynamic);
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}
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else
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{
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// Outdoor path — unchanged from pre-A8: single dispatcher call
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// walks every entity with default EntitySet.All partition.
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_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: visibility?.VisibleCellIds,
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animatedEntityIds: animatedIds);
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}
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// Phase G.1 / E.3: draw all live particles after opaque
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// scene geometry so alpha blending composites correctly.
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@ -10495,6 +10565,7 @@ public sealed class GameWindow : IDisposable
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_liveSession = null;
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_audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context
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_wbDrawDispatcher?.Dispose();
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_indoorStencilPipeline?.Dispose();
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_skyRenderer?.Dispose(); // depends on sampler cache; dispose first
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_samplerCache?.Dispose();
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_textureCache?.Dispose();
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