fix(rendering): port retail shared alpha list
Queue translucent world GfxObj batches and scene particles in one stable far-to-near stream using transformed DAT sort centers, then drain it at retail's landscape and final-world boundaries. Preserve authored blend, cull, lighting, opacity, and adjacent-only batching so particles behind lifestones are composited through the crystal instead of overpainting it. Release build succeeds and all 5,914 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
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14 changed files with 1083 additions and 34 deletions
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@ -539,6 +539,11 @@ public sealed class RetailPViewRenderer
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if (!ctx.RootCell.IsOutdoorNode)
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ctx.DrawUnattachedSceneParticles?.Invoke();
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// Retail PView::DrawCells 0x005A4872 drains the landscape alpha list
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// immediately after LScape::draw and before the optional depth clear.
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// The queue remains active for the post-clear/final-world scope.
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ctx.FlushLandscapeAlpha?.Invoke();
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// T1: retail clears the FULL depth buffer ONCE between the outside
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// stage and the interior stage (PView::DrawCells, Ghidra 0x005a4840 —
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// Clear gated on portalsDrawnCount; exact gate semantics is a plan
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@ -1105,6 +1110,10 @@ public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
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/// end of the landscape stage (pre-clear). Outdoor roots draw them via
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/// GameWindow's dedicated post-frame pass instead.</summary>
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public Action? DrawUnattachedSceneParticles { get; init; }
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/// <summary>Drains retail's delayed landscape alpha list before the
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/// optional outside-to-inside depth clear. The same frame-scoped queue
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/// remains open for the final world alpha scope.</summary>
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public Action? FlushLandscapeAlpha { get; init; }
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public Action<IReadOnlyList<WorldEntity>>? DrawDynamicsParticles { get; init; }
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public Action<RetailPViewFrameResult>? EmitDiagnostics { get; init; }
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}
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