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>
This commit is contained in:
Erik 2026-07-18 08:14:05 +02:00
parent ec1bb19609
commit 6b0472ee32
14 changed files with 1083 additions and 34 deletions

View file

@ -8,6 +8,8 @@ namespace AcDream.App.Rendering.Wb;
/// subPart contributes its own <see cref="CachedBatch"/> entries, with
/// <see cref="RestPose"/> already containing the
/// <c>subPart.PartTransform * meshRef.PartTransform</c> product.
/// <see cref="LocalSortCenter"/> preserves the authored GfxObj key used by
/// retail's delayed-alpha viewer-distance ordering on cache hits.
///
/// Accessibility: <c>internal</c> because <see cref="GroupKey"/> is
/// <c>internal</c> and shows up in this struct's constructor / <c>Deconstruct</c>
@ -18,7 +20,8 @@ namespace AcDream.App.Rendering.Wb;
internal readonly record struct CachedBatch(
GroupKey Key,
ulong BindlessTextureHandle,
Matrix4x4 RestPose);
Matrix4x4 RestPose,
Vector3 LocalSortCenter = default);
/// <summary>
/// One entity's cached classification. <see cref="Batches"/> is flat across