feat(render) Campaign FW3.2a: the walk-to-draw population layer

The piece that turns walk-visited static content into draws, with no
production frame wiring (FW3.2b roots the frame):

- TryClassifyBatch: ONE shared per-batch classify core (the #426
  untextured gate, #188 opacity promotion, texture resolve, foliage
  classification, in the exact original order) extracted from
  ClassifyBatches; the classic and packed classifiers now call it -
  behavior-identical, proven by the full hermetic + InstalledDat +
  Core Wb suites.
- ClassifyEntityForWalk / WalkClassifiedBatch: the per-entity seam
  yielding per-batch keys + instance data WITHOUT InstanceGroup
  bucketing, plus the per-part selection data (picking stays alive on
  the walk path - the survey's unlisted-consumer fix).
- WalkStaticStreamPopulator: per-entity walk-ordered opaque appends
  (under depth Less, opaque order is pixel-relevant only for coplanar
  surfaces, which retail resolves first-drawn-wins in ITS order -
  never material-grouped), translucent instances to the SAME
  RetailAlphaQueue via SubmitWalkAlphaInstance (identical viewer
  distances; walk-order submission improves retail's tie fidelity),
  selection parts published per entity.
- SubmitOrderedStream now owns _orderedDrawCullModes, retiring the
  FW2-recorded alpha-scope interleaving constraint;
  DrawIndirectRangeRhi takes an optional cull array (all existing
  call sites unchanged). The referee test was verified to FAIL
  against the old shared-scratch behavior.
- WalkDrawStage.OutdoorStatic added for the landscape turn.

Suites: full Release build 0 warnings; Walk lane 195/1 skip;
hermetic 6,747/0 (the two failures the implementation round reported
were transient - both pass in isolation and in the full run).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 13:52:23 +02:00
parent b10ad662b0
commit 81c6531727
9 changed files with 1264 additions and 116 deletions

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using System.Numerics;
using AcDream.App.Rendering.Scene;
using AcDream.App.Rendering.Selection;
using AcDream.Core.Meshing;
using AcDream.Core.World;
using DatReaderWriter.Enums;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Campaign FW stage FW3.2a: the walk-order population layer. This partial
/// holds two things.
///
/// <para><b>The shared per-batch classify core</b> (<see cref="TryClassifyBatch"/>):
/// extracted from <c>ClassifyBatches</c> (this file's sibling
/// <c>WbDrawDispatcher.cs</c>) and <c>ClassifyPackedBatches</c>
/// (<c>WbDrawDispatcher.PackedOracle.cs</c>), which carried byte-identical
/// per-batch logic (the #426 untextured-subset gate, the #188 opacity
/// promotion, texture resolution, Campaign VM foliage classification, the
/// <see cref="GroupKey"/> construction) with only their SURROUNDING
/// bookkeeping differing (classic appends to an <see cref="InstanceGroup"/>
/// via caller-scoped instance fields; packed appends via explicit
/// parameters). Both call sites now call this one method per batch and keep
/// their own append logic — the classic and packed paths are unchanged in
/// every observable way (same hermetic + <c>Lane=InstalledDat</c> suites
/// stay the referee); this stage's OWN new walk classifier
/// (<see cref="ClassifyEntityForWalk"/>) is the third caller.</para>
///
/// <para><b>The per-entity walk classify seam</b>
/// (<see cref="ClassifyEntityForWalk"/>): given ONE <see cref="RenderProjectionRecord"/>
/// — the same shape <c>ClassifyPackedEntity</c> consumes, but read straight
/// off the record's own <see cref="RenderEntityPayload"/> via
/// <c>RenderInstanceCandidate.FromProjection</c> rather than the packed
/// route's frame-arena mesh-part flattening — yields one
/// <see cref="WalkClassifiedBatch"/> per surviving (part, batch) pair WITHOUT
/// touching any <see cref="InstanceGroup"/>, plus the per-part selection
/// data <c>AddPackedSelectionPart</c> would have published, for
/// <c>WalkStaticStreamPopulator</c> to publish itself (deliverable
/// 1 leaves the publish decision — timing, stage/cell provenance — to the
/// caller; see <see cref="PublishWalkSelectionPart"/>, the thin internal seam
/// that keeps <c>_selectionSink</c> encapsulated).</para>
///
/// <para>Scope: this stage classifies static content only (no production
/// frame wiring — see plan §FW3.2a). Per-part translucency-fade
/// (<c>TranslucencyFadeManager</c>/<c>EntityOpacity</c>) is NOT threaded
/// through: that mechanic is <c>TransparentPartHook</c>, a retail LIVE-entity
/// behavior keyed by ServerGuid, not something world statics undergo — every
/// classified batch here carries <c>Alpha = 1f</c>. Likewise the async
/// mesh-miss self-heal request (<c>_missRequested</c>/<c>EnsureLoaded</c>,
/// frame-scoped state cleared by <c>BeginEntityDispatch</c>) is not fired
/// here — this seam has no production frame to be scoped to yet; a missing
/// mesh is simply skipped, matching every other unwired FW2/FW3.2a path.</para>
/// </summary>
public sealed partial class WbDrawDispatcher
{
/// <summary>
/// One walk-classified (entity, part, batch) draw candidate — exactly
/// <c>OrderedDrawCommand</c>'s per-instance field set (minus
/// the walk-provenance <c>Stage</c>/<c>CellId</c> fields, which the
/// populator stamps on since the classifier has no notion of either)
/// plus two fields an opaque command has no use for but a translucent
/// one needs to reach the alpha queue: <see cref="IsOpaque"/> (so the
/// populator can route without re-deriving it from
/// <see cref="GroupKey.Translucency"/>) and <see cref="LocalSortCenter"/>
/// (the authored GfxObj sort center <c>RetailAlphaOrdering.ComputeViewerDistance</c>
/// transforms through <see cref="Transform"/> — the same value
/// <c>InstanceGroup.LocalSortCenters</c> carries per instance today).
/// </summary>
internal readonly record struct WalkClassifiedBatch(
GroupKey Key,
Matrix4x4 Transform,
uint ClipSlot,
InstanceLightSet Lights,
uint IndoorFlag,
float Alpha,
Vector2 SelectionLighting,
uint DetailCategory,
bool IsOpaque,
Vector3 LocalSortCenter);
/// <summary>
/// One retail-picking part surfaced by <see cref="ClassifyEntityForWalk"/>
/// — the exact argument tuple <c>AddPackedSelectionPart</c>'s
/// <c>publishSelection: true</c> branch passes to
/// <c>IRetailSelectionRenderSink.AddVisiblePart</c>. The classify seam
/// surfaces this; <see cref="PublishWalkSelectionPart"/> is the caller's
/// publish call.
/// </summary>
internal readonly record struct WalkClassifiedSelectionPart(
uint ServerGuid,
uint LocalEntityId,
int PartIndex,
uint GfxObjId,
Matrix4x4 LocalToWorld);
/// <summary>
/// The shared per-batch classify core. Given one already-resolved
/// <paramref name="renderData"/> and the batch at <paramref name="batchIndex"/>,
/// applies — in this exact order, matching both <c>ClassifyBatches</c> and
/// <c>ClassifyPackedBatches</c> before this extraction — the #426
/// untextured-subset-on-a-shell-only gate, the #188 mid-fade-forces-
/// AlphaBlend promotion, texture resolution, and Campaign VM foliage
/// classification, then builds the surviving batch's <see cref="GroupKey"/>.
///
/// <para>Returns false when the batch does not survive — either the
/// untextured-subset gate rejected it (in which case
/// <paramref name="compositePending"/> is always false: <c>ResolveTexture</c>
/// is never called) or its resolved texture slot is unassigned (in which
/// case <paramref name="compositePending"/> still reflects whatever
/// <c>ResolveTexture</c> reported — a caller must apply it to its own
/// reusability/readiness tracking regardless of the false return, exactly
/// as both existing callers did before this extraction).</para>
/// </summary>
private bool TryClassifyBatch(
ObjectRenderData renderData,
int batchIndex,
in RenderInstanceCandidate entity,
MeshRef meshRef,
PaletteCompositeIdentity paletteIdentity,
float opacityMultiplier,
bool entityHasCutoutSubset,
out GroupKey key,
out bool compositePending)
{
key = default;
compositePending = false;
ObjectRenderBatch batch = renderData.Batches[batchIndex];
// #426 — see RetailUntexturedSubsetPolicy for the retail citation.
// ONE shared predicate for every classifier so they cannot drift.
if (!RetailUntexturedSubsetPolicy.Draws(entity.IsBuildingShell, batch.Key.IsSolid))
return false;
TranslucencyKind translucency = batch.Translucency;
// #188: a mid-fade instance whose surface is otherwise Opaque/ClipMap
// must route through the alpha-blend pass so mesh_modern.frag's
// (blend-enabled) shader actually composites the reduced alpha — the
// no-blend opaque pass would ignore it.
if (opacityMultiplier < 1.0f && IsOpaque(translucency))
translucency = TranslucencyKind.AlphaBlend;
ResolvedTexture texture = ResolveTexture(
in entity, meshRef, batch, paletteIdentity, out compositePending);
if (!texture.Slot.IsAssigned)
return false;
// Classify from the RAW (pre-#188-promotion) batch.Translucency — a
// mid-fade trunk is still a trunk, it just landed in the alpha-blend
// group instead of opaque (Campaign VM VM6 review fix round).
uint foliageFlags = FoliageWindClassification.Classify(
entity.LocalEntityId,
FoliageWindExclusions.Contains(meshRef.GfxObjId),
batch.Translucency,
entityHasCutoutSubset);
key = new GroupKey(
batch.FirstIndex, (int)batch.BaseVertex,
batch.IndexCount, texture.Slot, texture.Layer, translucency,
FoliageFlags: foliageFlags,
CullMode: batch.CullMode);
return true;
}
/// <summary>
/// Classifies one static entity for the walk populator: resolves its clip
/// slot / light set / selection lighting exactly as
/// <c>ClassifyPackedEntity</c> does (via the shared
/// <see cref="ResolveSlotForFrame"/> / <c>ResolvePackedLightSet</c>
/// helpers), walks its Setup parts or single mesh (mirroring
/// <c>ClassifyPackedEntity</c>'s own shape), and appends one
/// <see cref="WalkClassifiedBatch"/> per surviving batch to
/// <paramref name="batches"/> plus one <see cref="WalkClassifiedSelectionPart"/>
/// per part to <paramref name="selectionParts"/> — WITHOUT touching
/// <c>_groups</c>/<c>_packedGroups</c> or publishing selection itself (see
/// this file's type doc comment).
///
/// <para>A culled entity (<see cref="ResolveSlotForFrame"/> returns
/// <c>Culled: true</c> — not visible through the active clip route)
/// contributes nothing, matching every other classifier's cull gate.</para>
/// </summary>
internal void ClassifyEntityForWalk(
in RenderProjectionRecord projection,
uint tupleLandblockId,
List<WalkClassifiedBatch> batches,
List<WalkClassifiedSelectionPart> selectionParts)
{
ArgumentNullException.ThrowIfNull(batches);
ArgumentNullException.ThrowIfNull(selectionParts);
RenderInstanceCandidate entity =
RenderInstanceCandidate.FromProjection(in projection, tupleLandblockId);
(uint slot, bool culled) = ResolveSlotForFrame(
_clipRoutingActive, entity.ServerGuid, entity.ParentCell,
_cellIdToSlot, _outdoorSlot, _outdoorVisible);
if (culled)
return;
ResolvePackedLightSet(in entity, out InstanceLightSet lights, out bool indoor);
Vector2 selectionLighting =
_selectionLighting?.TryGetLighting(
entity.ServerGuid, entity.LocalEntityId, out RetailSelectionLighting lighting) == true
? new Vector2(lighting.Luminosity, lighting.Diffuse)
: new Vector2(0f, 1f);
uint detailCategory = entity.IsBuildingShell ? 1u : 0u;
PaletteCompositeIdentity paletteIdentity = default;
if (entity.PaletteOverride is not null)
paletteIdentity = TextureCache.GetPaletteIdentity(entity.PaletteOverride);
IReadOnlyList<MeshRef>? meshRefs = projection.EntityPayload.MeshRefs;
if (meshRefs is null)
return;
for (int partIndex = 0; partIndex < meshRefs.Count; partIndex++)
{
MeshRef meshRef = meshRefs[partIndex];
ObjectRenderData? renderData = _meshAdapter.TryGetRenderData(meshRef.GfxObjId);
if (renderData is null)
continue;
if (renderData.IsSetup && renderData.SetupParts.Count > 0)
{
// Same entity-scoped OR the classic/packed classifiers compute
// — a Setup composite's parts are separate GfxObjs with their
// own independently cached HasCutoutSubset (Campaign VM VM6
// review fix round A4/F1).
bool entityHasCutoutSubset = FoliageWindClassification.ComputeEntityHasCutoutSubset(
renderData.SetupParts,
_meshAdapter,
static (adapter, part) => adapter.TryGetRenderData(part.GfxObjId)
is { HasCutoutSubset: true });
for (int setupPartIndex = 0; setupPartIndex < renderData.SetupParts.Count; setupPartIndex++)
{
(ulong gfxObjId, Matrix4x4 partTransform) = renderData.SetupParts[setupPartIndex];
ObjectRenderData? partData = _meshAdapter.TryGetRenderData(gfxObjId);
if (partData is null)
continue;
Matrix4x4 restPose = partTransform * meshRef.PartTransform;
Matrix4x4 model = restPose * entity.RootWorld;
int selectionPartIndex = unchecked((partIndex << 16) | (setupPartIndex & 0xFFFF));
EmitClassifiedBatches(
partData, model, in entity, meshRef, paletteIdentity,
entityHasCutoutSubset, slot, lights, indoor, selectionLighting,
detailCategory, batches);
selectionParts.Add(new WalkClassifiedSelectionPart(
entity.ServerGuid, entity.LocalEntityId, selectionPartIndex,
(uint)gfxObjId, model));
}
}
else
{
Matrix4x4 model = meshRef.PartTransform * entity.RootWorld;
EmitClassifiedBatches(
renderData, model, in entity, meshRef, paletteIdentity,
entityHasCutoutSubsetOverride: null, slot, lights, indoor,
selectionLighting, detailCategory, batches);
selectionParts.Add(new WalkClassifiedSelectionPart(
entity.ServerGuid, entity.LocalEntityId, partIndex,
(uint)meshRef.GfxObjId, model));
}
}
}
/// <summary>
/// Walks one resolved mesh's batches through <see cref="TryClassifyBatch"/>
/// and appends every surviving one to <paramref name="sink"/> at
/// <c>Alpha = 1f</c> (see this file's type doc comment for why statics
/// never carry a per-part opacity multiplier here).
/// </summary>
private void EmitClassifiedBatches(
ObjectRenderData renderData,
Matrix4x4 model,
in RenderInstanceCandidate entity,
MeshRef meshRef,
PaletteCompositeIdentity paletteIdentity,
bool? entityHasCutoutSubsetOverride,
uint slot,
InstanceLightSet lights,
bool indoor,
Vector2 selectionLighting,
uint detailCategory,
List<WalkClassifiedBatch> sink)
{
bool entityHasCutoutSubset = entityHasCutoutSubsetOverride ?? renderData.HasCutoutSubset;
for (int batchIdx = 0; batchIdx < renderData.Batches.Count; batchIdx++)
{
bool survives = TryClassifyBatch(
renderData, batchIdx, in entity, meshRef, paletteIdentity,
opacityMultiplier: 1.0f, entityHasCutoutSubset,
out GroupKey key, out _);
if (!survives)
continue;
sink.Add(new WalkClassifiedBatch(
key, model, slot, lights, indoor ? 1u : 0u, Alpha: 1f,
selectionLighting, detailCategory, IsOpaque: IsOpaque(key.Translucency),
LocalSortCenter: renderData.SortCenter));
}
}
/// <summary>
/// The thin internal publish seam <c>WalkStaticStreamPopulator</c>
/// calls for every <see cref="WalkClassifiedSelectionPart"/>
/// <see cref="ClassifyEntityForWalk"/> surfaced — same call shape as
/// <c>AddPackedSelectionPart</c>'s <c>publishSelection: true</c> branch.
/// Keeps <c>_selectionSink</c> encapsulated: the populator lives outside
/// the dispatcher and must not reach the field directly.
/// </summary>
internal void PublishWalkSelectionPart(in WalkClassifiedSelectionPart part) =>
_selectionSink?.AddVisiblePart(
part.ServerGuid, part.LocalEntityId, part.PartIndex, part.GfxObjId, part.LocalToWorld);
/// <summary>
/// The walk populator's per-instance sibling of <c>DeferTransparentGroups</c>
/// (see that method for the retail citations this mirrors): submits ONE
/// translucent <see cref="WalkClassifiedBatch"/> into the same
/// <c>_deferredAlpha</c>/<see cref="RetailAlphaQueue"/> machinery the
/// classic material-grouped path uses, so scenery, particles, and walk
/// content share retail's one stable far-to-near stream. Same
/// view-projection consistency check, same
/// <see cref="RetailAlphaOrdering.ComputeViewerDistance"/> call, same
/// <c>queue.Submit</c> contract — the walk path denormalizes to one
/// instance per call instead of flattening a material group.
/// </summary>
internal void SubmitWalkAlphaInstance(
in WalkClassifiedBatch batch,
Vector3 cameraWorldPosition,
Matrix4x4 viewProjection)
{
RetailAlphaQueue queue = _alphaQueue
?? throw new InvalidOperationException(
"SubmitWalkAlphaInstance requires an active RetailAlphaQueue.");
if (_deferredAlpha.Count == 0)
_deferredAlphaViewProjection = viewProjection;
else if (_deferredAlphaViewProjection != viewProjection)
throw new InvalidOperationException(
"One retail alpha scope cannot combine different view-projection matrices.");
float viewerDistance = RetailAlphaOrdering.ComputeViewerDistance(
batch.LocalSortCenter, batch.Transform, cameraWorldPosition);
if (!float.IsFinite(viewerDistance) || viewerDistance <= 0f)
viewerDistance = 0f;
int token = _deferredAlpha.Count;
_deferredAlpha.Add(new DeferredAlphaInstance(
batch.Key, batch.Transform, batch.ClipSlot, batch.Lights,
batch.IndoorFlag, batch.DetailCategory, batch.Alpha, batch.SelectionLighting));
queue.Submit(_alphaSource, token, viewerDistance);
}
}