feat(render): Phase U.4 — unified gated draw pass (indoor root)
Wire the portal-visibility result through the clip pipeline: build a per-frame ClipFrame (slot 0 no-clip, slot 1 OutsideView, slot 2..N per visible cell) + cellIdToSlot from PortalVisibilityBuilder; call the (previously dormant) EnvCellRenderer.Render for cell shells inside the clip bracket; assign per-instance clip slots in WbDrawDispatcher (live-dynamic unclipped per retail, cell statics to their cell slot, outdoor scenery to OutsideView, non-visible culled); gate/scissor/ skip terrain per OutsideView (empty ⇒ no terrain — the bleed fix). Emit ACDREAM_PROBE_VIS. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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src/AcDream.App/Rendering/ClipFrameAssembler.cs
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src/AcDream.App/Rendering/ClipFrameAssembler.cs
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// ClipFrameAssembler.cs
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//
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// Phase U.4: assemble a per-frame ClipFrame (the GPU-side shared clip data) +
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// a cellId→slot map from a PortalVisibilityFrame. This is the CPU policy that
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// turns the portal-visibility BFS result into the slot indices the mesh shader
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// (binding=2 CellClip + binding=3 per-instance slot) and the terrain UBO read.
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//
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// GL-free: ClipFrame's CPU byte-packing (AppendSlot / SetTerrainClip) runs here;
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// the GL upload (ClipFrame.UploadShared) happens at the call site. That keeps the
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// whole slot/gate policy unit-testable without a GPU context — see
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// ClipFrameAssemblerTests.
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//
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// === The slot/gate policy (implemented EXACTLY as the U.4 spec dictates) ======
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// slot 0 = no-clip (count 0). ALWAYS present (ClipFrame.NoClip seeds it).
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//
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// Per visible interior cell (PortalVisibilityFrame.OrderedVisibleCells):
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// ClipPlaneSet.From(CellView) has THREE Count==0 meanings (see ClipPlaneSet):
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// • IsNothingVisible ⇒ DO NOT map the cell. Its instances/shell won't draw
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// (the cull is deliberate — retail culls it too).
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// • Count > 0 ⇒ append a real planes slot; cellIdToSlot[cell] = slot.
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// • UseScissorFallback⇒ cellIdToSlot[cell] = 0 (no-clip / over-include).
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// Per-cell glScissor would break MDI batching, and
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// over-inclusion is the SAFE direction; counted in
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// ScissorFallbacks for the probe.
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//
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// OutsideView feeds TWO consumers:
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// • mesh "outdoor slot" (outdoor scenery / building shells drawn while the
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// camera is indoors): Count>0 ⇒ planes slot (OutdoorSlot); scissor ⇒ slot 0
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// (no-clip, counted); IsNothingVisible ⇒ OutdoorVisible=false (CULL these
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// instances — the camera can't see outdoors through any portal chain).
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// • terrain UBO: Count>0 ⇒ SetTerrainClip(planes); scissor ⇒ TerrainScissor
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// (the call site sets glScissor around ONLY the terrain draw) + UBO count 0;
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// IsNothingVisible ⇒ SKIP the terrain draw entirely (THIS is the bleed fix).
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//
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// Outdoor root (pvFrame == null) is handled by the caller, not here: terrain
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// draws normally (UBO count 0, no scissor), every instance is slot 0. The caller
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// only invokes Assemble when there IS an indoor root.
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// How the terrain (single OutsideView region) should be drawn this frame.
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/// </summary>
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public enum TerrainClipMode
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{
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/// <summary>OutsideView reduced to convex planes — terrain gated via the UBO
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/// (<see cref="ClipFrame.SetTerrainClip"/> already applied by the assembler).</summary>
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Planes,
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/// <summary>OutsideView exceeded the convex budget — the call site sets a
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/// glScissor to <see cref="ClipFrameAssembly.TerrainScissorNdcAabb"/> around ONLY
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/// the terrain draw; the UBO is left at count 0 (ungated).</summary>
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Scissor,
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/// <summary>OutsideView is empty (no exit portal visible through any chain) —
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/// the call site SKIPS the terrain draw entirely. This is the bleed fix: an
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/// interior with no view outdoors draws no terrain.</summary>
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Skip,
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}
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/// <summary>
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/// Result of <see cref="ClipFrameAssembler.Assemble"/>: the populated
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/// <see cref="ClipFrame"/> (CPU bytes ready; caller does <c>UploadShared</c>) plus
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/// the per-instance routing data the renderers + the terrain draw consume.
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/// </summary>
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public sealed class ClipFrameAssembly
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{
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/// <summary>The per-frame clip data. Caller uploads it via
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/// <see cref="ClipFrame.UploadShared"/> then hands its
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/// <see cref="ClipFrame.RegionSsbo"/> / <see cref="ClipFrame.TerrainUbo"/> to the
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/// renderers.</summary>
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public required ClipFrame Frame { get; init; }
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/// <summary>Maps a visible cell id to its CellClip slot index. A cell that is
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/// NOT a key (IsNothingVisible, or never visible) must NOT be drawn — its mesh
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/// instances / shell are culled. A scissor-fallback cell maps to slot 0.</summary>
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public required Dictionary<uint, int> CellIdToSlot { get; init; }
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/// <summary>Slot for outdoor scenery / building-shell instances (ParentCellId
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/// == null) while the camera is indoors. Meaningful only when
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/// <see cref="OutdoorVisible"/> is true. 0 ⇒ no-clip (scissor fallback or trivial).</summary>
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public required int OutdoorSlot { get; init; }
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/// <summary>False ⇒ the OutsideView is empty; outdoor scenery / shells are
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/// CULLED this frame (camera sees no outdoors through any portal chain).</summary>
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public required bool OutdoorVisible { get; init; }
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/// <summary>How to draw terrain (planes already applied to the UBO / scissor /
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/// skip). See <see cref="TerrainClipMode"/>.</summary>
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public required TerrainClipMode TerrainMode { get; init; }
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/// <summary>NDC AABB (minX,minY,maxX,maxY) for the terrain glScissor when
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/// <see cref="TerrainMode"/> is <see cref="TerrainClipMode.Scissor"/>. Unused otherwise.</summary>
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public required Vector4 TerrainScissorNdcAabb { get; init; }
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// ---- Probe data (ACDREAM_PROBE_VIS / RenderingDiagnostics.EmitVis) --------
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/// <summary>Plane count the OutsideView reduced to (0 ⇒ scissor or empty).</summary>
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public required int OutsidePlaneCount { get; init; }
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/// <summary>Per-cell clip-plane count (cell id → plane count) for the probe.
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/// A scissor-fallback cell records 0 here (it maps to slot 0).</summary>
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public required Dictionary<uint, int> PerCellPlaneCounts { get; init; }
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/// <summary>Number of regions (cells + OutsideView) that fell back to a scissor
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/// AABB → no-clip this frame.</summary>
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public required int ScissorFallbacks { get; init; }
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}
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/// <summary>
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/// Builds a <see cref="ClipFrameAssembly"/> from a <see cref="PortalVisibilityFrame"/>.
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/// Pure CPU; no GL. The single entry point <see cref="Assemble"/> implements the U.4
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/// slot/gate policy (file header).
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/// </summary>
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public static class ClipFrameAssembler
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{
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/// <summary>
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/// Assemble the per-frame clip data + routing from a portal-visibility frame
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/// INTO an existing <see cref="ClipFrame"/> — the long-lived GameWindow frame is
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/// <see cref="ClipFrame.Reset"/>-and-repacked here every frame so its GL buffers
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/// are reused (no per-frame buffer churn). The returned assembly's
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/// <see cref="ClipFrameAssembly.Frame"/> is the same instance passed in.
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/// </summary>
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public static ClipFrameAssembly Assemble(ClipFrame frame, PortalVisibilityFrame pvFrame)
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{
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System.ArgumentNullException.ThrowIfNull(frame);
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System.ArgumentNullException.ThrowIfNull(pvFrame);
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frame.Reset(); // slot 0 = no-clip
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var cellIdToSlot = new Dictionary<uint, int>();
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var perCellPlaneCounts = new Dictionary<uint, int>();
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int scissorFallbacks = 0;
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// ── Interior cells ───────────────────────────────────────────────────
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foreach (uint cellId in pvFrame.OrderedVisibleCells)
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{
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if (!pvFrame.CellViews.TryGetValue(cellId, out var view))
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continue; // defensive — OrderedVisibleCells is derived from CellViews
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var cps = ClipPlaneSet.From(view);
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if (cps.IsNothingVisible)
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{
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// Cell culled — do NOT map it; its instances/shell won't draw.
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continue;
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}
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if (cps.Count > 0)
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{
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int slot = frame.AppendSlot(cps);
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cellIdToSlot[cellId] = slot;
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perCellPlaneCounts[cellId] = cps.Count;
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}
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else // UseScissorFallback (Count == 0, not nothing-visible)
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{
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// Over-include via no-clip (slot 0). Per-cell glScissor would break
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// MDI batching; over-inclusion is the safe direction for M1.5.
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cellIdToSlot[cellId] = 0;
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perCellPlaneCounts[cellId] = 0;
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scissorFallbacks++;
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}
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}
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// ── OutsideView ──────────────────────────────────────────────────────
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var ov = ClipPlaneSet.From(pvFrame.OutsideView);
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int outdoorSlot;
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bool outdoorVisible;
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TerrainClipMode terrainMode;
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Vector4 terrainScissor = Vector4.Zero;
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if (ov.IsNothingVisible)
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{
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// No outdoors visible through any portal chain.
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outdoorSlot = 0;
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outdoorVisible = false; // mesh: CULL outdoor scenery / shells.
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terrainMode = TerrainClipMode.Skip; // terrain: the bleed fix.
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}
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else if (ov.Count > 0)
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{
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// Convex planes — gate both the outdoor mesh slot and the terrain UBO.
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outdoorSlot = frame.AppendSlot(ov);
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outdoorVisible = true;
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frame.SetTerrainClip(ToPlaneSpan(ov));
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terrainMode = TerrainClipMode.Planes;
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}
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else // UseScissorFallback
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{
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// Mesh: no-clip over-include (slot 0), still visible. Terrain: scissor
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// around the single terrain batch + UBO ungated (count 0 left as-is).
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outdoorSlot = 0;
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outdoorVisible = true;
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terrainMode = TerrainClipMode.Scissor;
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terrainScissor = ov.ScissorNdcAabb;
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scissorFallbacks++;
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}
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return new ClipFrameAssembly
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{
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Frame = frame,
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CellIdToSlot = cellIdToSlot,
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OutdoorSlot = outdoorSlot,
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OutdoorVisible = outdoorVisible,
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TerrainMode = terrainMode,
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TerrainScissorNdcAabb = terrainScissor,
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OutsidePlaneCount = ov.Count,
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PerCellPlaneCounts = perCellPlaneCounts,
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ScissorFallbacks = scissorFallbacks,
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};
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}
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// Copy a ClipPlaneSet's planes into a heap array for SetTerrainClip's span
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// parameter (the set exposes IReadOnlyList, not a contiguous span).
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private static Vector4[] ToPlaneSpan(ClipPlaneSet set)
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{
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int n = set.Count;
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var planes = new Vector4[n];
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for (int i = 0; i < n; i++) planes[i] = set.Planes[i];
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return planes;
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}
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}
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