refactor(render): extract typed retail pview passes
This commit is contained in:
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6d6e5b5fa5
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85239fb373
13 changed files with 1888 additions and 841 deletions
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@ -83,7 +83,6 @@ public sealed class GameWindow : IDisposable
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System.Environment.GetEnvironmentVariable("ACDREAM_WB_DIAG"),
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"1",
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System.StringComparison.Ordinal);
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private long _frameDiagLastPublicationMilliseconds;
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// MP0 (2026-07-05): permanent frame profiler — one FrameBoundary call
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// per OnRender + three stage scopes. All logic lives in
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@ -224,6 +223,10 @@ public sealed class GameWindow : IDisposable
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// _interiorRenderer is constructed once both renderers exist; _interiorPartition is rebuilt
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// each frame on an indoor root (null on the outdoor root).
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private AcDream.App.Rendering.RetailPViewRenderer? _retailPViewRenderer;
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private AcDream.App.Rendering.RetailPViewPassExecutor? _retailPViewPassExecutor;
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private AcDream.App.Rendering.RetailPViewCellSource? _retailPViewCells;
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private AcDream.App.Rendering.TerrainDrawDiagnosticsController?
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_terrainDrawDiagnostics;
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private AcDream.App.Rendering.PortalDepthMaskRenderer? _portalDepthMask;
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private AcDream.App.Rendering.PortalTunnelPresentation? _portalTunnel;
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private AcDream.App.Rendering.InteriorEntityPartition.Result? _interiorPartition;
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@ -237,11 +240,10 @@ public sealed class GameWindow : IDisposable
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// U.4 replaces the NoClip() frame with one built from the portal-visibility result.
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private ClipFrame? _clipFrame;
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// PView pass-local particle classifications move with the pass executor in
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// Checkpoint E; GameWindow still owns them until that cutover.
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private readonly HashSet<uint> _outdoorSceneParticleEntityIds = new();
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private readonly HashSet<uint> _visibleSceneParticleEntityIds = new();
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private readonly HashSet<uint> _noSceneParticleEntityIds = new();
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// Flat-world fallback particle scratch. PView classifications belong to
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// RetailPViewPassExecutor.
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private readonly HashSet<uint> _visibleSceneParticleEntityIds = [];
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private readonly HashSet<uint> _noSceneParticleEntityIds = [];
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/// <summary>
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/// Phase 6.4: per-entity animation playback state for entities whose
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@ -2311,8 +2313,7 @@ public sealed class GameWindow : IDisposable
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landblockRenderPublisher.PrepareAfterRenderPins);
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_clipFrame ??= ClipFrame.NoClip();
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_retailPViewRenderer = new AcDream.App.Rendering.RetailPViewRenderer(
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_gl, _clipFrame, _envCellRenderer!, _wbDrawDispatcher!);
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_retailPViewRenderer = new AcDream.App.Rendering.RetailPViewRenderer();
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// T1: invisible portal depth writes (seal/punch) — retail
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// DrawPortalPolyInternal (Ghidra 0x0059bc90).
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@ -2892,6 +2893,37 @@ public sealed class GameWindow : IDisposable
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new AcDream.App.Rendering.RuntimeWorldFrameBuildingSource(
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_landblockPresentationPipeline!,
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_cellVisibility));
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_terrainDrawDiagnostics =
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new AcDream.App.Rendering.TerrainDrawDiagnosticsController(
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_frameDiag,
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_worldRenderDiagnostics!,
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new AcDream.App.Rendering.RuntimeFramePipelineDiagnosticFactsSource(
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_terrain,
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_landblockPresentationPipeline,
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_renderFrameLivePreparation,
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_wbDrawDispatcher,
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_streamingController,
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_liveEntities!,
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_worldState),
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_renderDiagnosticLog);
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_retailPViewCells = new AcDream.App.Rendering.RetailPViewCellSource(
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_cellVisibility);
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_retailPViewPassExecutor =
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new AcDream.App.Rendering.RetailPViewPassExecutor(
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_gl!,
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new AcDream.App.Rendering.SilkRetailPViewFramebufferSource(
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_window!),
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_clipFrame!,
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_terrain,
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_envCellRenderer!,
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_wbDrawDispatcher!,
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_skyRenderer,
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_particleSystem,
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_particleRenderer,
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_portalDepthMask,
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_retailAlphaQueue,
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_worldRenderDiagnostics!,
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_terrainDrawDiagnostics);
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var liveFrameCoordinator = new AcDream.App.World.RetailLiveFrameCoordinator(
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liveObjectFrame,
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_worldState,
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@ -3527,7 +3559,6 @@ public sealed class GameWindow : IDisposable
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int sigOutdoorRootObjectCount = 0;
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int sigLiveDynamicDrawnCount = 0;
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string sigSceneParticles = "none";
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_outdoorSceneParticleEntityIds.Clear();
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_visibleSceneParticleEntityIds.Clear();
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// Retail entry ownership: GameWindow never builds a second indoor PView product.
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// Outdoor frames begin no-clip; indoor frames skip the global landscape block and let
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@ -3591,10 +3622,10 @@ public sealed class GameWindow : IDisposable
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// Phase N.5b: wrap Draw in CPU stopwatch for [TERRAIN-DIAG] rollup.
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EnableClipDistances();
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_worldRenderDiagnostics?.BeginTerrainDraw();
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_terrainDrawDiagnostics!.Begin();
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sigTerrainDrawn = true;
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_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
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PublishTerrainDrawDiagnostics();
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_terrainDrawDiagnostics.Complete();
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}
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@ -3617,7 +3648,7 @@ public sealed class GameWindow : IDisposable
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if (_retailPViewRenderer is null)
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throw new InvalidOperationException("Retail PView renderer is required for indoor frames.");
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var pviewResult = _retailPViewRenderer.DrawInside(new AcDream.App.Rendering.RetailPViewDrawContext
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var pviewResult = _retailPViewRenderer.DrawInside(new AcDream.App.Rendering.RetailPViewFrameInput
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{
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RootCell = clipRoot,
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// R-A2: outdoor root floods each nearby building per-building (not via the root).
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@ -3626,7 +3657,7 @@ public sealed class GameWindow : IDisposable
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NearbyBuildingCells = nearbyBuildingCells,
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ViewerEyePos = viewerEyePos,
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ViewProjection = envCellViewProj,
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CellLookup = id => _cellVisibility.TryGetCell(id, out var c) ? c : null,
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Cells = _retailPViewCells!,
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Camera = camera,
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CameraWorldPosition = camPos,
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// (#176 correction: the former RebuildScopedLights callback —
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@ -3640,94 +3671,20 @@ public sealed class GameWindow : IDisposable
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RenderCenterLbY = renderCenterLbY,
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RenderRadius = _nearRadius,
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LandblockEntries = _worldState.LandblockEntries,
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SetTerrainClipUbo = binding => _terrain?.SetClipUbo(binding),
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DrawLandscapeSlice = sliceCtx =>
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DrawRetailPViewLandscapeSlice(
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sliceCtx,
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camera,
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frustum,
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camPos,
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playerLb,
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animatedIds,
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renderSky,
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renderWeather: playerSeenOutside,
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kf,
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environOverrideActive),
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// #131/#132: the late phase — dynamics meshes + scene
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// particles + weather AFTER the look-ins (FlushAlphaList
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// deferral).
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DrawLandscapeSliceLate = lateCtx =>
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DrawRetailPViewLandscapeSliceLate(
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lateCtx,
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camera,
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frustum,
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camPos,
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playerLb,
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animatedIds,
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renderSky,
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renderWeather: playerSeenOutside,
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kf,
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environOverrideActive,
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isOutdoorRoot: clipRoot.IsOutdoorNode),
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// T1: retail's depth discipline (PView::DrawCells, Ghidra 0x005a4840).
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// INTERIOR roots: one FULL depth clear between the outside stage and
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// the interior stage, then SEALS re-stamp every outside-leading
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// portal's TRUE depth (#108's protective mechanism). OUTDOOR roots:
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// no clear (the world's depth must survive) — instead each flooded
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// building's entry aperture gets a far-Z PUNCH so its interior shows
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// through the doorway. Both are safe ONLY because dynamics draw LAST
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// (DrawDynamicsLast) — the first BR-2 attempt punched after dynamics
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// and erased the player (reverted 88be519).
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ClearDepthForInterior = clipRoot.IsOutdoorNode
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? null
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: () =>
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{
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gl.Disable(EnableCap.ScissorTest);
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gl.DepthMask(true); // depth clears honor glDepthMask (c4df241 lesson)
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gl.Clear(ClearBufferMask.DepthBufferBit);
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},
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DrawExitPortalMasks = sliceCtx =>
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DrawRetailPViewPortalDepthWrite(sliceCtx, envCellViewProj,
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forceFarZ: clipRoot.IsOutdoorNode),
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// #124: look-in apertures are ALWAYS the punch (retail
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// maxZ1), independent of the root-keyed selector above.
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DrawLookInPortalPunch = sliceCtx =>
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DrawRetailPViewPortalDepthWrite(sliceCtx, envCellViewProj,
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forceFarZ: true),
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// #131: unattached emitters under an interior root — the
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// landscape-stage pass (the outdoor T3 pass below is gated
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// IsOutdoorNode, so the two never both run).
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DrawUnattachedSceneParticles = () =>
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{
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if (_particleSystem is null || _particleRenderer is null)
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return;
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DisableClipDistances();
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_particleRenderer.DrawForOwners(
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camera,
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camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene,
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_noSceneParticleEntityIds,
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includeUnattached: true);
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},
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FlushLandscapeAlpha = _retailAlphaQueue.Flush,
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DrawCellParticles = sliceCtx =>
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DrawRetailPViewCellParticles(sliceCtx, camera, camPos),
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DrawDynamicsParticles = survivors =>
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DrawRetailPViewDynamicsParticles(survivors, camera, camPos),
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EmitDiagnostics = result =>
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_worldRenderDiagnostics?.EmitRetailPViewDiagnostics(
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AcDream.Core.Rendering.RenderingDiagnostics.ProbeViewerEnabled,
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AcDream.Core.Rendering.RenderingDiagnostics.ProbeVisibilityEnabled,
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AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled,
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result,
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clipRoot,
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viewerCellId,
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playerCellId,
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camPos,
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playerViewPos,
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camera.View,
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_cellVisibility.LastCameraCellResolution),
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});
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RenderSky = renderSky,
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RenderWeather = playerSeenOutside,
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DayFraction = (float)WorldTime.DayFraction,
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ActiveDayGroup = _activeDayGroup,
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SkyKeyframe = kf,
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EnvironOverrideActive = environOverrideActive,
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ViewerCellId = viewerCellId,
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PlayerCellId = playerCellId,
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PlayerViewPosition = playerViewPos,
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CameraView = camera.View,
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CameraCellResolution = _cellVisibility.LastCameraCellResolution,
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}, _retailPViewPassExecutor
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?? throw new InvalidOperationException(
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"Retail PView pass executor is required for indoor frames."));
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pvFrame = pviewResult.PortalFrame;
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clipAssembly = pviewResult.ClipAssembly;
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envCellShellFilter = pviewResult.DrawableCells;
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@ -3833,7 +3790,7 @@ public sealed class GameWindow : IDisposable
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AcDream.Core.Vfx.ParticleRenderPass.Scene,
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_visibleSceneParticleEntityIds,
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includeUnattached: true,
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excludedAttachedOwnerIds: _outdoorSceneParticleEntityIds);
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excludedAttachedOwnerIds: _noSceneParticleEntityIds);
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}
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else
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{
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@ -3865,13 +3822,13 @@ public sealed class GameWindow : IDisposable
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camera,
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camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene,
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_outdoorSceneParticleEntityIds,
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_retailPViewPassExecutor!.OutdoorSceneParticleEntityIds,
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includeUnattached: true);
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}
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// Bug A fix (post-#26 worktree, 2026-04-26): weather sky
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// Outdoor LScape post-scene weather. Indoor weather through an exit portal is
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// drawn by RetailPViewRenderer.DrawInside via DrawRetailPViewLandscapeSlice.
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// drawn by RetailPViewRenderer.DrawInside via RetailPViewPassExecutor.
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if (clipRoot is null && drawSkyThisFrame)
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{
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sigSkyDrawn = true;
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@ -4257,308 +4214,6 @@ public sealed class GameWindow : IDisposable
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}
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}
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private void DrawRetailPViewLandscapeSlice(
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AcDream.App.Rendering.RetailPViewLandscapeSliceContext sliceCtx,
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ICamera camera,
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FrustumPlanes? frustum,
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System.Numerics.Vector3 camPos,
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uint? playerLb,
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HashSet<uint>? animatedIds,
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bool renderSky,
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bool renderWeather,
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AcDream.Core.World.SkyKeyframe kf,
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bool environOverrideActive)
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{
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var slice = sliceCtx.Slice;
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bool scissor = BeginDoorwayScissor(true, slice.NdcAabb);
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_worldRenderDiagnostics?.EmitClipRouteScissorProbe(
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AcDream.Core.Rendering.RenderingDiagnostics.ProbeClipRouteEnabled,
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scissor,
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slice.NdcAabb);
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_clipFrame!.BindTerrainClip(_gl!);
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EnableClipDistances();
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if (renderSky)
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_skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction,
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_activeDayGroup, kf, environOverrideActive);
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DisableClipDistances();
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if (renderSky && _particleSystem is not null && _particleRenderer is not null)
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_particleRenderer.Draw(camera, camPos,
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AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
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EnableClipDistances();
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_worldRenderDiagnostics?.BeginTerrainDraw();
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_terrain?.Draw(
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camera,
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frustum,
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neverCullLandblockId: playerLb,
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clipPlanes: slice.Planes,
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ndcClipAabb: slice.NdcAabb);
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PublishTerrainDrawDiagnostics();
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// T3 (BR-5): entities draw OUTSIDE the clip bracket — retail meshes
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// are viewcone-CHECKED, never hard-clipped (Ghidra 0x0054c250); the
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// sphere pre-filter already ran in RetailPViewRenderer (OutdoorEntities
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// is the per-slice survivor set).
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DisableClipDistances();
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if (sliceCtx.OutdoorEntities.Count > 0)
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{
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var sceneryEntry = (playerLb ?? 0u, System.Numerics.Vector3.Zero, System.Numerics.Vector3.Zero,
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sliceCtx.OutdoorEntities,
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(IReadOnlyDictionary<uint, AcDream.Core.World.WorldEntity>?)null);
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_wbDrawDispatcher!.Draw(camera, new[] { sceneryEntry }, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: null,
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animatedEntityIds: animatedIds);
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}
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// #131/#132: scene particles + weather MOVED to the LATE phase
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// (DrawRetailPViewLandscapeSliceLate) — they must composite AFTER the
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// #124 look-ins (retail's FlushAlphaList deferral, DrawCells
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// pc:432722); drawn here they were overpainted by far-building
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// interiors wherever a look-in aperture sat behind them.
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if (scissor)
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_gl!.Disable(EnableCap.ScissorTest);
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DisableClipDistances();
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}
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// #131/#132: the LATE landscape phase — per slice, invoked by the renderer
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// AFTER the #124 look-in sub-pass, still pre-clear. Outside-stage
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// dynamics' meshes (a translucent portal swirl blends over a far interior
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// instead of being overpainted by it — translucents write no depth to
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// protect themselves) + ALL attached scene particles (statics' flames
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// included — the #132 candle) + weather. Retail equivalent: alpha draws
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// collected during LScape::draw flush ONCE after it
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// (D3DPolyRender::FlushAlphaList, PView::DrawCells pc:432722).
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private void DrawRetailPViewLandscapeSliceLate(
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AcDream.App.Rendering.RetailPViewLandscapeLateSliceContext lateCtx,
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ICamera camera,
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FrustumPlanes? frustum,
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System.Numerics.Vector3 camPos,
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uint? playerLb,
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HashSet<uint>? animatedIds,
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bool renderSky,
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bool renderWeather,
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AcDream.Core.World.SkyKeyframe kf,
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bool environOverrideActive,
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bool isOutdoorRoot)
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{
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var slice = lateCtx.Slice;
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bool scissor = BeginDoorwayScissor(true, slice.NdcAabb);
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_clipFrame!.BindTerrainClip(_gl!);
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// Outside-stage dynamics' meshes — viewcone pre-filtered by the
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// renderer, never hard-clipped (T3).
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DisableClipDistances();
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if (lateCtx.Dynamics.Count > 0)
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{
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var dynamicsEntry = (playerLb ?? 0u, System.Numerics.Vector3.Zero, System.Numerics.Vector3.Zero,
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lateCtx.Dynamics,
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(IReadOnlyDictionary<uint, AcDream.Core.World.WorldEntity>?)null);
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_wbDrawDispatcher!.Draw(camera, new[] { dynamicsEntry }, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: null,
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animatedEntityIds: animatedIds);
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}
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_outdoorSceneParticleEntityIds.Clear();
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foreach (var entity in lateCtx.ParticleOwners)
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_outdoorSceneParticleEntityIds.Add(ParticleEntityKey(entity));
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// #131 [outstage-pt] probe: the slice Scene-particle id set + how many
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// live emitters the filter would actually match, plus the distinct
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// UNMATCHED attached owner ids (the portal-identification handle —
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// an emitter whose owner never lands in the set draws nowhere
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// indoors). Print-on-change.
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_worldRenderDiagnostics?.EmitOutStageParticles(
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AcDream.Core.Rendering.RenderingDiagnostics.ProbeOutStageEnabled,
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_particleSystem,
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_outdoorSceneParticleEntityIds);
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// #132 outdoor sibling: under an OUTDOOR root the merged building
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// interiors draw AFTER this stage (DrawEnvCellShells) — a flame drawn
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// here is overpainted whenever a punched aperture sits behind it
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// (user-confirmed at the outdoor candle). Outdoor roots therefore
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// SKIP the slice Scene pass and draw attached scene particles in the
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// post-frame pass alongside the T3 unattached pass (the id set built
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// above carries over — the outdoor root has a single full-screen
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// slice). Interior roots draw here: the look-ins already ran and the
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// post-clear seal discipline owns the rest of the frame.
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if (!isOutdoorRoot
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&& _outdoorSceneParticleEntityIds.Count > 0
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&& _particleSystem is not null
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&& _particleRenderer is not null)
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{
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_particleRenderer.DrawForOwners(
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camera,
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camPos,
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AcDream.Core.Vfx.ParticleRenderPass.Scene,
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_outdoorSceneParticleEntityIds);
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}
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// T3 (BR-5): weather gates on the PLAYER being outside, not the viewer
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// root — retail draws weather only when is_player_outside (the rain
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// cylinder rides the player; an indoor player gets NO rain even while
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// looking out a doorway). Closes the rain-through-doorways divergence
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// (weather-gate-player-vs-viewer, adjusted-confirmed).
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EnableClipDistances();
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if (renderSky && renderWeather)
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{
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_skyRenderer?.RenderWeather(camera, camPos, (float)WorldTime.DayFraction,
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_activeDayGroup, kf, environOverrideActive);
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||||
DisableClipDistances();
|
||||
if (_particleSystem is not null && _particleRenderer is not null)
|
||||
_particleRenderer.Draw(camera, camPos,
|
||||
AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene);
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
if (scissor)
|
||||
_gl!.Disable(EnableCap.ScissorTest);
|
||||
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
// T1: retail's invisible portal depth writes on every outside-leading
|
||||
// portal (other_cell_id==0xFFFF) of this cell, clipped to the slice's view
|
||||
// region — D3DPolyRender::DrawPortalPolyInternal (Ghidra 0x0059bc90),
|
||||
// dispatched by PView::DrawCells (Ghidra 0x005a4840). forceFarZ is
|
||||
// retail's maxZ1(true)/maxZ2(false) selector:
|
||||
// • INTERIOR root (false → SEAL, true depth): after the full depth clear,
|
||||
// stamp the door plane so interior geometry beyond the door z-fails
|
||||
// inside the aperture and the terrain drawn through the outside view
|
||||
// keeps its pixels (#108's protective mechanism).
|
||||
// • OUTDOOR root / look-in (true → PUNCH, far depth): erase the world's
|
||||
// depth inside a flooded building's entry aperture so the interior
|
||||
// drawn next shows THROUGH the doorway.
|
||||
// Both are safe ONLY because dynamics draw last (DrawDynamicsLast) — the
|
||||
// first BR-2 attempt punched after dynamics and erased the player
|
||||
// (reverted 88be519). Wiring only — the draw lives in
|
||||
// PortalDepthMaskRenderer.
|
||||
private void DrawRetailPViewPortalDepthWrite(
|
||||
AcDream.App.Rendering.RetailPViewCellSliceContext sliceCtx,
|
||||
System.Numerics.Matrix4x4 viewProjection,
|
||||
bool forceFarZ)
|
||||
{
|
||||
if (_portalDepthMask is null)
|
||||
return;
|
||||
if (!_cellVisibility.TryGetCell(sliceCtx.CellId, out var cell) || cell is null)
|
||||
return;
|
||||
|
||||
Span<System.Numerics.Vector3> world = stackalloc System.Numerics.Vector3[32];
|
||||
for (int i = 0; i < cell.Portals.Count; i++)
|
||||
{
|
||||
if (cell.Portals[i].OtherCellId != 0xFFFF)
|
||||
continue; // depth writes apply to portals leading OUTSIDE only
|
||||
if (i >= cell.PortalPolygons.Count)
|
||||
break;
|
||||
var localVerts = cell.PortalPolygons[i];
|
||||
if (localVerts.Length < 3)
|
||||
continue;
|
||||
|
||||
// cell.WorldTransform is the PHYSICS (unlifted) transform (f35cb8b);
|
||||
// the shell that rasterizes this aperture draws +ShellDrawLiftZ
|
||||
// higher. The seal/punch is a DRAW — stamp depth in the same lifted
|
||||
// space or the stamp sits 2 cm below the drawn hole (#130 family).
|
||||
int n = System.Math.Min(localVerts.Length, world.Length);
|
||||
for (int v = 0; v < n; v++)
|
||||
{
|
||||
world[v] = System.Numerics.Vector3.Transform(localVerts[v], cell.WorldTransform);
|
||||
world[v].Z += AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ;
|
||||
}
|
||||
|
||||
// #176 seam-draw probe: a sealed dungeon must emit ZERO depth fans
|
||||
// (only OtherCellId==0xFFFF portals reach here) — any line in a
|
||||
// target cell is a finding (a depth stamp fighting the shell floor).
|
||||
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeSeamDrawEnabled
|
||||
&& AcDream.Core.Rendering.RenderingDiagnostics.SeamDrawTargetCells.Contains(sliceCtx.CellId))
|
||||
{
|
||||
float seamZMin = float.MaxValue, seamZMax = float.MinValue;
|
||||
for (int v = 0; v < n; v++)
|
||||
{
|
||||
seamZMin = System.Math.Min(seamZMin, world[v].Z);
|
||||
seamZMax = System.Math.Max(seamZMax, world[v].Z);
|
||||
}
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[seam-mask] t={System.Environment.TickCount64} cell=0x{sliceCtx.CellId:X8} portal={i} far={forceFarZ} n={n} z=[{seamZMin:F3},{seamZMax:F3}]"));
|
||||
}
|
||||
|
||||
_portalDepthMask.DrawDepthFan(world[..n], viewProjection, sliceCtx.Slice.Planes, forceFarZ);
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawRetailPViewCellParticles(
|
||||
AcDream.App.Rendering.RetailPViewCellSliceContext sliceCtx,
|
||||
ICamera camera,
|
||||
System.Numerics.Vector3 camPos)
|
||||
{
|
||||
if (_particleSystem is null || _particleRenderer is null || sliceCtx.CellEntities.Count == 0)
|
||||
return;
|
||||
|
||||
_visibleSceneParticleEntityIds.Clear();
|
||||
foreach (var entity in sliceCtx.CellEntities)
|
||||
_visibleSceneParticleEntityIds.Add(ParticleEntityKey(entity));
|
||||
|
||||
if (_visibleSceneParticleEntityIds.Count == 0)
|
||||
return;
|
||||
|
||||
// T3 (BR-5): the scissor-AABB gate is DELETED — retail gates particles
|
||||
// like meshes (viewcone on the owner; depth does the pixels). The
|
||||
// CellEntities set is already the cone-surviving owner list, so the
|
||||
// id-predicate below IS the cone gate; the punch/seal depth discipline
|
||||
// composites the pixels.
|
||||
DisableClipDistances();
|
||||
_particleRenderer.DrawForOwners(
|
||||
camera,
|
||||
camPos,
|
||||
AcDream.Core.Vfx.ParticleRenderPass.Scene,
|
||||
_visibleSceneParticleEntityIds);
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
// #121: the dynamics-owner particle pass — Scene-pass emitters attached to
|
||||
// the frame's cone-surviving dynamics (portal swirls on server-spawned
|
||||
// portal entities, creature effects). Retail draws emitters with their
|
||||
// owner object; before this pass, dynamics' emitters fell through every
|
||||
// pview particle filter (landscape slice = outdoor statics + #118
|
||||
// outside-stage dynamics; cell callback = cell statics) once T4 deleted
|
||||
// the clipRoot==null global pass from normal frames — every world portal
|
||||
// went invisible. Mirror of DrawRetailPViewCellParticles with the
|
||||
// survivors' ids as the filter.
|
||||
private readonly HashSet<uint> _dynamicsSceneParticleEntityIds = new();
|
||||
|
||||
private void DrawRetailPViewDynamicsParticles(
|
||||
IReadOnlyList<AcDream.Core.World.WorldEntity> survivors,
|
||||
ICamera camera,
|
||||
System.Numerics.Vector3 camPos)
|
||||
{
|
||||
if (_particleSystem is null || _particleRenderer is null || survivors.Count == 0)
|
||||
return;
|
||||
|
||||
_dynamicsSceneParticleEntityIds.Clear();
|
||||
foreach (var entity in survivors)
|
||||
_dynamicsSceneParticleEntityIds.Add(ParticleEntityKey(entity));
|
||||
|
||||
if (_dynamicsSceneParticleEntityIds.Count == 0)
|
||||
return;
|
||||
|
||||
DisableClipDistances();
|
||||
_particleRenderer.DrawForOwners(
|
||||
camera,
|
||||
camPos,
|
||||
AcDream.Core.Vfx.ParticleRenderPass.Scene,
|
||||
_dynamicsSceneParticleEntityIds);
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
private void EnableClipDistances()
|
||||
{
|
||||
for (int i = 0; i < ClipFrame.MaxPlanes; i++)
|
||||
|
|
@ -4571,23 +4226,6 @@ public sealed class GameWindow : IDisposable
|
|||
_gl!.Disable(EnableCap.ClipDistance0 + i);
|
||||
}
|
||||
|
||||
// Phase W Stage 4: set a glScissor to an NDC AABB (the doorway / OutsideView region) in
|
||||
// framebuffer pixels and enable the scissor test; returns true iff applied (the caller then
|
||||
// disables EnableCap.ScissorTest after its draw/clear). Used to bracket the landscape slice
|
||||
// (sky, terrain, statics, weather — particle.vert has no gl_ClipDistance). Returns false
|
||||
// (no scissor) when not applied (outdoor / no window). The box is the CONSERVATIVE outer
|
||||
// bound (NdcScissorRect): the previous Floor(origin)+Ceiling(size) form cut up to one pixel
|
||||
// off the TOP/RIGHT edges at unlucky alignments — the #130 doorway top-edge background strip.
|
||||
private bool BeginDoorwayScissor(bool apply, System.Numerics.Vector4 ndcAabb)
|
||||
{
|
||||
if (!apply || _window is null) return false;
|
||||
var fb = _window.FramebufferSize;
|
||||
var box = NdcScissorRect.ToPixels(ndcAabb, fb.X, fb.Y);
|
||||
_gl!.Enable(EnableCap.ScissorTest);
|
||||
_gl.Scissor(box.X, box.Y, (uint)box.Width, (uint)box.Height);
|
||||
return true;
|
||||
}
|
||||
|
||||
// ── Phase I.2 — DebugPanel helpers ────────────────────────────────
|
||||
//
|
||||
// The ImGui DebugPanel reads through DebugVM closures that ask
|
||||
|
|
@ -5414,60 +5052,6 @@ public sealed class GameWindow : IDisposable
|
|||
}
|
||||
}
|
||||
|
||||
private void PublishTerrainDrawDiagnostics()
|
||||
{
|
||||
long now = _frameDiag ? Environment.TickCount64 : 0L;
|
||||
_worldRenderDiagnostics?.EndTerrainDraw();
|
||||
if (!_frameDiag || now - _frameDiagLastPublicationMilliseconds <= 5000)
|
||||
return;
|
||||
|
||||
// Preserve the original one-timestamp diagnostic transaction. A
|
||||
// failure in either write leaves the shared cadence uncommitted, so
|
||||
// the next terrain draw retries both TERRAIN and FRAME diagnostics.
|
||||
_worldRenderDiagnostics?.PublishTerrainDiagnostics(
|
||||
new AcDream.App.Rendering.TerrainRenderDiagnosticFacts(
|
||||
_terrain?.VisibleSlots ?? 0,
|
||||
_terrain?.LoadedSlots ?? 0,
|
||||
_terrain?.CapacitySlots ?? 0));
|
||||
PublishFrameDiagnostics();
|
||||
_frameDiagLastPublicationMilliseconds = now;
|
||||
}
|
||||
|
||||
private void PublishFrameDiagnostics()
|
||||
{
|
||||
AcDream.App.Streaming.LandblockPresentationDiagnostics presentation =
|
||||
_landblockPresentationPipeline?.Diagnostics ?? default;
|
||||
AcDream.App.Streaming.LandblockRenderPublisherDiagnostics render =
|
||||
presentation.Render;
|
||||
AcDream.App.Streaming.LandblockPhysicsPublisherDiagnostics physics =
|
||||
presentation.Physics;
|
||||
AcDream.App.Streaming.LandblockStaticPresentationDiagnostics statics =
|
||||
presentation.Statics;
|
||||
double ticksToMicros =
|
||||
1_000_000.0 / System.Diagnostics.Stopwatch.Frequency;
|
||||
AcDream.App.Rendering.RollingTimingPercentiles upload =
|
||||
_renderFrameLivePreparation?.UploadTiming ?? default;
|
||||
double uploadMedian = upload.MedianHundredthsMicroseconds / 100.0;
|
||||
double uploadP95 = upload.Percentile95HundredthsMicroseconds / 100.0;
|
||||
int walked = _wbDrawDispatcher?.LastDrawStats.EntitiesWalked ?? 0;
|
||||
_renderDiagnosticLog.WriteLine(
|
||||
$"[FRAME-DIAG] publish={render.BeginCount}/{render.CompleteCount} " +
|
||||
$"render_total_us=[terrain={render.TerrainPublishTicks * ticksToMicros:F1} " +
|
||||
$"begin={render.BeginPublishTicks * ticksToMicros:F1} " +
|
||||
$"complete={render.CompletePublishTicks * ticksToMicros:F1}] " +
|
||||
$"physics_total_us=[base={physics.BasePublishTicks * ticksToMicros:F1} " +
|
||||
$"gfx={physics.GfxCacheTicks * ticksToMicros:F1} " +
|
||||
$"complete={physics.CompletePublishTicks * ticksToMicros:F1}] " +
|
||||
$"static={statics.BeginCount}/{statics.CompleteCount}" +
|
||||
$"(active={statics.ActiveEntityCount}) " +
|
||||
$"entUpl_us={uploadMedian:F1}m/{uploadP95:F1}p95 " +
|
||||
$"deferred={_streamingController?.DeferredApplyBacklog ?? 0} " +
|
||||
$"fullRetire={_streamingController?.FullWindowRetirementCount ?? 0}" +
|
||||
$"(landblocks={_streamingController?.LastFullWindowRetirementLandblockCount ?? 0}) " +
|
||||
$"esg={_entitiesByServerGuid.Count} spawn={LastSpawns.Count} " +
|
||||
$"resident={_worldState.Entities.Count} walked={walked}");
|
||||
}
|
||||
|
||||
private void OnClosing()
|
||||
=> CompleteShutdown();
|
||||
|
||||
|
|
@ -5521,6 +5105,10 @@ public sealed class GameWindow : IDisposable
|
|||
{
|
||||
_worldRenderFrameBuilder = null;
|
||||
_skyPesFrame = null;
|
||||
_retailPViewPassExecutor = null;
|
||||
_retailPViewCells = null;
|
||||
_terrainDrawDiagnostics = null;
|
||||
_retailPViewRenderer = null;
|
||||
}),
|
||||
]),
|
||||
new ResourceShutdownStage("session dependents",
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ namespace AcDream.App.Rendering;
|
|||
/// (Ghidra 0x0059bc90, pc:424490).
|
||||
///
|
||||
/// <para><b>Wired by T1 (BR-3, `579c8b0`):</b> seal on interior roots, punch
|
||||
/// on outdoor / look-in roots, via <c>GameWindow.DrawRetailPViewPortalDepthWrite</c>
|
||||
/// on outdoor / look-in roots, via <c>RetailPViewPassExecutor.DrawPortalDepthWrite</c>
|
||||
/// (the <c>DrawExitPortalMasks</c> slice callback) — safe alongside the
|
||||
/// dynamics-drawn-LAST frame order (the first BR-2 attempt punched after
|
||||
/// dynamics and erased the player; reverted 88be519). #117 (2026-06-11)
|
||||
|
|
|
|||
576
src/AcDream.App/Rendering/RetailPViewPassExecutor.cs
Normal file
576
src/AcDream.App/Rendering/RetailPViewPassExecutor.cs
Normal file
|
|
@ -0,0 +1,576 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.Rendering.Sky;
|
||||
using AcDream.App.Rendering.Wb;
|
||||
using AcDream.Core.Rendering;
|
||||
using AcDream.Core.Vfx;
|
||||
using AcDream.Core.World;
|
||||
using Silk.NET.OpenGL;
|
||||
using Silk.NET.Windowing;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
internal readonly record struct RetailPViewFramebufferSize(int Width, int Height);
|
||||
|
||||
internal interface IRetailPViewFramebufferSource
|
||||
{
|
||||
RetailPViewFramebufferSize Capture();
|
||||
}
|
||||
|
||||
internal sealed class SilkRetailPViewFramebufferSource(IWindow window) :
|
||||
IRetailPViewFramebufferSource
|
||||
{
|
||||
private readonly IWindow _window = window
|
||||
?? throw new ArgumentNullException(nameof(window));
|
||||
|
||||
public RetailPViewFramebufferSize Capture()
|
||||
{
|
||||
var size = _window.FramebufferSize;
|
||||
return new RetailPViewFramebufferSize(size.X, size.Y);
|
||||
}
|
||||
}
|
||||
|
||||
internal sealed class RetailPViewCellSource : IRetailPViewCellSource
|
||||
{
|
||||
private readonly CellVisibility _cells;
|
||||
|
||||
public RetailPViewCellSource(CellVisibility cells) =>
|
||||
_cells = cells ?? throw new ArgumentNullException(nameof(cells));
|
||||
|
||||
public LoadedCell? Find(uint cellId) =>
|
||||
_cells.TryGetCell(cellId, out LoadedCell? cell) ? cell : null;
|
||||
}
|
||||
|
||||
internal sealed class RetailPViewParticleClassifications
|
||||
{
|
||||
private readonly HashSet<uint> _outdoor = [];
|
||||
private readonly HashSet<uint> _visible = [];
|
||||
private readonly HashSet<uint> _dynamics = [];
|
||||
|
||||
public IReadOnlySet<uint> Outdoor => _outdoor;
|
||||
public HashSet<uint> Visible => _visible;
|
||||
public HashSet<uint> Dynamics => _dynamics;
|
||||
|
||||
public void BeginFrame()
|
||||
{
|
||||
_outdoor.Clear();
|
||||
_visible.Clear();
|
||||
_dynamics.Clear();
|
||||
}
|
||||
|
||||
public void ReplaceOutdoor(IReadOnlyList<WorldEntity> owners)
|
||||
{
|
||||
_outdoor.Clear();
|
||||
foreach (WorldEntity owner in owners)
|
||||
_outdoor.Add(owner.Id);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Concrete GL implementation of the named passes ordered by
|
||||
/// <see cref="RetailPViewRenderer"/>. It owns reusable pass-local particle
|
||||
/// classifications but borrows every renderer and world source.
|
||||
/// The order it implements is retail <c>PView::DrawCells @ 0x005A4840</c>:
|
||||
/// landscape, delayed-alpha flush, optional interior depth clear, exit masks,
|
||||
/// cell shells/objects, then surviving dynamics. Landscape sky/terrain/weather
|
||||
/// placement follows <c>LScape::draw @ 0x00506330</c>.
|
||||
/// </summary>
|
||||
internal sealed class RetailPViewPassExecutor : IRetailPViewPassExecutor
|
||||
{
|
||||
private readonly GL _gl;
|
||||
private readonly IRetailPViewFramebufferSource _framebuffer;
|
||||
private readonly ClipFrame _clipFrame;
|
||||
private readonly TerrainModernRenderer? _terrain;
|
||||
private readonly EnvCellRenderer _envCells;
|
||||
private readonly WbDrawDispatcher _entities;
|
||||
private readonly SkyRenderer? _sky;
|
||||
private readonly ParticleSystem? _particles;
|
||||
private readonly ParticleRenderer? _particleRenderer;
|
||||
private readonly PortalDepthMaskRenderer? _portalDepthMask;
|
||||
private readonly RetailAlphaQueue _alpha;
|
||||
private readonly WorldRenderDiagnostics _diagnostics;
|
||||
private readonly TerrainDrawDiagnosticsController _terrainDiagnostics;
|
||||
private readonly RetailPViewParticleClassifications _particleClassifications = new();
|
||||
private readonly HashSet<uint> _noSceneParticleEntityIds = [];
|
||||
|
||||
/// <summary>
|
||||
/// Borrowed until the next late landscape pass. The outdoor-root post-world
|
||||
/// particle pass consumes this synchronously before another PView frame.
|
||||
/// </summary>
|
||||
public IReadOnlySet<uint> OutdoorSceneParticleEntityIds =>
|
||||
_particleClassifications.Outdoor;
|
||||
|
||||
public RetailPViewPassExecutor(
|
||||
GL gl,
|
||||
IRetailPViewFramebufferSource framebuffer,
|
||||
ClipFrame clipFrame,
|
||||
TerrainModernRenderer? terrain,
|
||||
EnvCellRenderer envCells,
|
||||
WbDrawDispatcher entities,
|
||||
SkyRenderer? sky,
|
||||
ParticleSystem? particles,
|
||||
ParticleRenderer? particleRenderer,
|
||||
PortalDepthMaskRenderer? portalDepthMask,
|
||||
RetailAlphaQueue alpha,
|
||||
WorldRenderDiagnostics diagnostics,
|
||||
TerrainDrawDiagnosticsController terrainDiagnostics)
|
||||
{
|
||||
_gl = gl ?? throw new ArgumentNullException(nameof(gl));
|
||||
_framebuffer = framebuffer
|
||||
?? throw new ArgumentNullException(nameof(framebuffer));
|
||||
_clipFrame = clipFrame ?? throw new ArgumentNullException(nameof(clipFrame));
|
||||
_terrain = terrain;
|
||||
_envCells = envCells ?? throw new ArgumentNullException(nameof(envCells));
|
||||
_entities = entities ?? throw new ArgumentNullException(nameof(entities));
|
||||
_sky = sky;
|
||||
_particles = particles;
|
||||
_particleRenderer = particleRenderer;
|
||||
_portalDepthMask = portalDepthMask;
|
||||
_alpha = alpha ?? throw new ArgumentNullException(nameof(alpha));
|
||||
_diagnostics = diagnostics ?? throw new ArgumentNullException(nameof(diagnostics));
|
||||
_terrainDiagnostics = terrainDiagnostics
|
||||
?? throw new ArgumentNullException(nameof(terrainDiagnostics));
|
||||
}
|
||||
|
||||
public void BeginFrame()
|
||||
{
|
||||
_particleClassifications.BeginFrame();
|
||||
}
|
||||
|
||||
public ClipFrameAssembly AssembleClipFrame(
|
||||
PortalVisibilityFrame portalFrame,
|
||||
ClipFrameAssembly reuseAssembly) =>
|
||||
ClipFrameAssembler.Assemble(_clipFrame, portalFrame, reuseAssembly);
|
||||
|
||||
public void PrepareClipFrame(int terrainUploadCount)
|
||||
{
|
||||
// Allocate every terrain record before issuing the first draw. BufferData
|
||||
// must not replace the arena while an earlier slice can reference it.
|
||||
_clipFrame.ReserveTerrainUploads(_gl, terrainUploadCount);
|
||||
_clipFrame.UploadRegions(_gl);
|
||||
_entities.SetClipRegionSsbo(_clipFrame.RegionSsbo);
|
||||
_envCells.SetClipRegionSsbo(_clipFrame.RegionSsbo);
|
||||
UploadTerrainClip();
|
||||
}
|
||||
|
||||
public void SetTerrainClip(ReadOnlySpan<Vector4> planes)
|
||||
{
|
||||
_clipFrame.SetTerrainClip(planes);
|
||||
UploadTerrainClip();
|
||||
}
|
||||
|
||||
public void ClearClipRouting() => _entities.ClearClipRouting();
|
||||
|
||||
public void UseIndoorMembershipOnlyRouting()
|
||||
{
|
||||
// Retail viewcone-checks meshes and draws whole cell shells. This clears
|
||||
// any terrain-slice routing before the indoor membership passes.
|
||||
_envCells.SetClipRouting(null);
|
||||
_entities.ClearClipRouting();
|
||||
}
|
||||
|
||||
public void PrepareCellBatches(
|
||||
RetailPViewFrameInput frame,
|
||||
HashSet<uint> visibleCellIds) =>
|
||||
_envCells.PrepareRenderBatches(
|
||||
frame.ViewProjection,
|
||||
frame.CameraWorldPosition,
|
||||
filter: visibleCellIds,
|
||||
centerLbX: frame.RenderCenterLbX,
|
||||
centerLbY: frame.RenderCenterLbY,
|
||||
renderRadius: frame.RenderRadius);
|
||||
|
||||
public void DrawOpaqueCellShells(HashSet<uint> cellIds) =>
|
||||
_envCells.Render(WbRenderPass.Opaque, cellIds);
|
||||
|
||||
public bool CellHasTransparentShell(uint cellId) =>
|
||||
_envCells.CellHasTransparent(cellId);
|
||||
|
||||
public void DrawTransparentCellShells(HashSet<uint> cellIds) =>
|
||||
_envCells.Render(WbRenderPass.Transparent, cellIds);
|
||||
|
||||
public void DrawTransparentCellShellsOrdered(IReadOnlyList<uint> cellIds) =>
|
||||
_envCells.RenderTransparentOrdered(cellIds);
|
||||
|
||||
public void DrawEntityBucket(
|
||||
RetailPViewFrameInput frame,
|
||||
IReadOnlyList<WorldEntity> entities,
|
||||
HashSet<uint>? visibleCellIds)
|
||||
{
|
||||
uint landblockId = frame.PlayerLandblockId ?? 0u;
|
||||
var entry = (
|
||||
landblockId,
|
||||
Vector3.Zero,
|
||||
Vector3.Zero,
|
||||
entities,
|
||||
(IReadOnlyDictionary<uint, WorldEntity>?)null);
|
||||
|
||||
_entities.Draw(
|
||||
frame.Camera,
|
||||
new[] { entry },
|
||||
frame.Frustum,
|
||||
neverCullLandblockId: frame.PlayerLandblockId,
|
||||
visibleCellIds: visibleCellIds,
|
||||
animatedEntityIds: frame.AnimatedEntityIds);
|
||||
}
|
||||
|
||||
public void EmitClipRouteProbe(
|
||||
ClipFrameAssembly clipAssembly,
|
||||
ClipViewSlice slice,
|
||||
int sliceIndex) =>
|
||||
_diagnostics.EmitClipRouteProbe(
|
||||
RenderingDiagnostics.ProbeClipRouteEnabled,
|
||||
_clipFrame,
|
||||
clipAssembly,
|
||||
slice,
|
||||
sliceIndex);
|
||||
|
||||
public void EmitOutStageOwner(
|
||||
WorldEntity entity,
|
||||
Vector3 sphereCenter,
|
||||
float sphereRadius,
|
||||
int sliceIndex,
|
||||
bool passed) =>
|
||||
_diagnostics.EmitOutStageOwner(
|
||||
RenderingDiagnostics.ProbeOutStageEnabled,
|
||||
RenderingDiagnostics.DumpEntitySourceIds,
|
||||
entity,
|
||||
sphereCenter,
|
||||
sphereRadius,
|
||||
sliceIndex,
|
||||
passed);
|
||||
|
||||
public void EmitOutStageRouting(
|
||||
int sliceIndex,
|
||||
IReadOnlyList<WorldEntity> entities,
|
||||
ViewconeCuller viewcone) =>
|
||||
_diagnostics.EmitOutStageRouting(
|
||||
RenderingDiagnostics.ProbeOutStageEnabled,
|
||||
sliceIndex,
|
||||
entities,
|
||||
viewcone);
|
||||
|
||||
public void EmitPhantomObjects(uint cellId, int survivorCount) =>
|
||||
_diagnostics.EmitPhantomObjects(
|
||||
RenderingDiagnostics.ProbePhantomEnabled,
|
||||
cellId,
|
||||
survivorCount);
|
||||
|
||||
public void DrawLandscapeSlice(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewLandscapeSliceContext context)
|
||||
{
|
||||
ClipViewSlice slice = context.Slice;
|
||||
bool scissor = BeginDoorwayScissor(slice.NdcAabb);
|
||||
_diagnostics.EmitClipRouteScissorProbe(
|
||||
RenderingDiagnostics.ProbeClipRouteEnabled,
|
||||
scissor,
|
||||
slice.NdcAabb);
|
||||
|
||||
_clipFrame.BindTerrainClip(_gl);
|
||||
EnableClipDistances();
|
||||
if (frame.RenderSky)
|
||||
{
|
||||
_sky?.RenderSky(
|
||||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
frame.DayFraction,
|
||||
frame.ActiveDayGroup,
|
||||
frame.SkyKeyframe,
|
||||
frame.EnvironOverrideActive);
|
||||
}
|
||||
|
||||
DisableClipDistances();
|
||||
if (frame.RenderSky && _particles is not null && _particleRenderer is not null)
|
||||
{
|
||||
_particleRenderer.Draw(
|
||||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
ParticleRenderPass.SkyPreScene);
|
||||
}
|
||||
|
||||
EnableClipDistances();
|
||||
_terrainDiagnostics.Begin();
|
||||
_terrain?.Draw(
|
||||
frame.Camera,
|
||||
frame.Frustum,
|
||||
neverCullLandblockId: frame.PlayerLandblockId,
|
||||
clipPlanes: slice.Planes,
|
||||
ndcClipAabb: slice.NdcAabb);
|
||||
_terrainDiagnostics.Complete();
|
||||
|
||||
DisableClipDistances();
|
||||
if (context.OutdoorEntities.Count > 0)
|
||||
{
|
||||
var sceneryEntry = (
|
||||
frame.PlayerLandblockId ?? 0u,
|
||||
Vector3.Zero,
|
||||
Vector3.Zero,
|
||||
context.OutdoorEntities,
|
||||
(IReadOnlyDictionary<uint, WorldEntity>?)null);
|
||||
_entities.Draw(
|
||||
frame.Camera,
|
||||
new[] { sceneryEntry },
|
||||
frame.Frustum,
|
||||
neverCullLandblockId: frame.PlayerLandblockId,
|
||||
visibleCellIds: null,
|
||||
animatedEntityIds: frame.AnimatedEntityIds);
|
||||
}
|
||||
|
||||
if (scissor)
|
||||
_gl.Disable(EnableCap.ScissorTest);
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
public void DrawLandscapeSliceLate(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewLandscapeLateSliceContext context)
|
||||
{
|
||||
ClipViewSlice slice = context.Slice;
|
||||
bool scissor = BeginDoorwayScissor(slice.NdcAabb);
|
||||
_clipFrame.BindTerrainClip(_gl);
|
||||
|
||||
DisableClipDistances();
|
||||
if (context.Dynamics.Count > 0)
|
||||
{
|
||||
var dynamicsEntry = (
|
||||
frame.PlayerLandblockId ?? 0u,
|
||||
Vector3.Zero,
|
||||
Vector3.Zero,
|
||||
context.Dynamics,
|
||||
(IReadOnlyDictionary<uint, WorldEntity>?)null);
|
||||
_entities.Draw(
|
||||
frame.Camera,
|
||||
new[] { dynamicsEntry },
|
||||
frame.Frustum,
|
||||
neverCullLandblockId: frame.PlayerLandblockId,
|
||||
visibleCellIds: null,
|
||||
animatedEntityIds: frame.AnimatedEntityIds);
|
||||
}
|
||||
|
||||
_particleClassifications.ReplaceOutdoor(context.ParticleOwners);
|
||||
|
||||
_diagnostics.EmitOutStageParticles(
|
||||
RenderingDiagnostics.ProbeOutStageEnabled,
|
||||
_particles,
|
||||
_particleClassifications.Outdoor);
|
||||
|
||||
if (!frame.RootCell.IsOutdoorNode
|
||||
&& _particleClassifications.Outdoor.Count > 0
|
||||
&& _particles is not null
|
||||
&& _particleRenderer is not null)
|
||||
{
|
||||
_particleRenderer.DrawForOwners(
|
||||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
ParticleRenderPass.Scene,
|
||||
_particleClassifications.Outdoor);
|
||||
}
|
||||
|
||||
EnableClipDistances();
|
||||
if (frame.RenderSky && frame.RenderWeather)
|
||||
{
|
||||
_sky?.RenderWeather(
|
||||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
frame.DayFraction,
|
||||
frame.ActiveDayGroup,
|
||||
frame.SkyKeyframe,
|
||||
frame.EnvironOverrideActive);
|
||||
DisableClipDistances();
|
||||
if (_particles is not null && _particleRenderer is not null)
|
||||
{
|
||||
_particleRenderer.Draw(
|
||||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
ParticleRenderPass.SkyPostScene);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
if (scissor)
|
||||
_gl.Disable(EnableCap.ScissorTest);
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
public void ClearInteriorDepth()
|
||||
{
|
||||
_gl.Disable(EnableCap.ScissorTest);
|
||||
_gl.DepthMask(true);
|
||||
_gl.Clear(ClearBufferMask.DepthBufferBit);
|
||||
}
|
||||
|
||||
public void DrawExitPortalMask(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewCellSliceContext context) =>
|
||||
DrawPortalDepthWrite(context, frame, forceFarZ: frame.RootCell.IsOutdoorNode);
|
||||
|
||||
public void DrawLookInPortalPunch(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewCellSliceContext context) =>
|
||||
DrawPortalDepthWrite(context, frame, forceFarZ: true);
|
||||
|
||||
public void DrawUnattachedSceneParticles(RetailPViewFrameInput frame)
|
||||
{
|
||||
if (_particles is null || _particleRenderer is null)
|
||||
return;
|
||||
|
||||
DisableClipDistances();
|
||||
_particleRenderer.DrawForOwners(
|
||||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
ParticleRenderPass.Scene,
|
||||
_noSceneParticleEntityIds,
|
||||
includeUnattached: true);
|
||||
}
|
||||
|
||||
public void FlushLandscapeAlpha() => _alpha.Flush();
|
||||
|
||||
public void DrawCellParticles(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewCellSliceContext context)
|
||||
{
|
||||
if (_particles is null
|
||||
|| _particleRenderer is null
|
||||
|| context.CellEntities.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
HashSet<uint> visible = _particleClassifications.Visible;
|
||||
visible.Clear();
|
||||
foreach (WorldEntity entity in context.CellEntities)
|
||||
visible.Add(entity.Id);
|
||||
if (visible.Count == 0)
|
||||
return;
|
||||
|
||||
DisableClipDistances();
|
||||
_particleRenderer.DrawForOwners(
|
||||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
ParticleRenderPass.Scene,
|
||||
visible);
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
public void DrawDynamicsParticles(
|
||||
RetailPViewFrameInput frame,
|
||||
IReadOnlyList<WorldEntity> survivors)
|
||||
{
|
||||
if (_particles is null || _particleRenderer is null || survivors.Count == 0)
|
||||
return;
|
||||
|
||||
HashSet<uint> dynamics = _particleClassifications.Dynamics;
|
||||
dynamics.Clear();
|
||||
foreach (WorldEntity entity in survivors)
|
||||
dynamics.Add(entity.Id);
|
||||
if (dynamics.Count == 0)
|
||||
return;
|
||||
|
||||
DisableClipDistances();
|
||||
_particleRenderer.DrawForOwners(
|
||||
frame.Camera,
|
||||
frame.CameraWorldPosition,
|
||||
ParticleRenderPass.Scene,
|
||||
dynamics);
|
||||
DisableClipDistances();
|
||||
}
|
||||
|
||||
public void EmitDiagnostics(
|
||||
RetailPViewFrameInput frame,
|
||||
RetailPViewFrameResult result) =>
|
||||
_diagnostics.EmitRetailPViewDiagnostics(
|
||||
RenderingDiagnostics.ProbeViewerEnabled,
|
||||
RenderingDiagnostics.ProbeVisibilityEnabled,
|
||||
RenderingDiagnostics.ProbeFlapEnabled,
|
||||
result,
|
||||
frame.RootCell,
|
||||
frame.ViewerCellId,
|
||||
frame.PlayerCellId,
|
||||
frame.CameraWorldPosition,
|
||||
frame.PlayerViewPosition,
|
||||
frame.CameraView,
|
||||
frame.CameraCellResolution);
|
||||
|
||||
private void UploadTerrainClip()
|
||||
{
|
||||
TerrainClipBufferBinding binding = _clipFrame.UploadTerrainClip(_gl);
|
||||
_terrain?.SetClipUbo(binding);
|
||||
}
|
||||
|
||||
private void DrawPortalDepthWrite(
|
||||
RetailPViewCellSliceContext context,
|
||||
RetailPViewFrameInput frame,
|
||||
bool forceFarZ)
|
||||
{
|
||||
// Retail D3DPolyRender::DrawPortalPolyInternal @ 0x0059BC90.
|
||||
// Main interior roots stamp true depth (seal); outdoor and look-in
|
||||
// apertures stamp far depth (punch). The renderer owns that choice.
|
||||
if (_portalDepthMask is null)
|
||||
return;
|
||||
LoadedCell? cell = frame.Cells.Find(context.CellId);
|
||||
if (cell is null)
|
||||
return;
|
||||
|
||||
Span<Vector3> world = stackalloc Vector3[32];
|
||||
for (int index = 0; index < cell.Portals.Count; index++)
|
||||
{
|
||||
if (cell.Portals[index].OtherCellId != 0xFFFF)
|
||||
continue;
|
||||
if (index >= cell.PortalPolygons.Count)
|
||||
break;
|
||||
Vector3[] localVertices = cell.PortalPolygons[index];
|
||||
if (localVertices.Length < 3)
|
||||
continue;
|
||||
|
||||
int count = Math.Min(localVertices.Length, world.Length);
|
||||
for (int vertex = 0; vertex < count; vertex++)
|
||||
{
|
||||
world[vertex] = Vector3.Transform(
|
||||
localVertices[vertex],
|
||||
cell.WorldTransform);
|
||||
world[vertex].Z += PortalVisibilityBuilder.ShellDrawLiftZ;
|
||||
}
|
||||
|
||||
_diagnostics.EmitSeamMask(
|
||||
RenderingDiagnostics.ProbeSeamDrawEnabled,
|
||||
RenderingDiagnostics.SeamDrawTargetCells,
|
||||
context.CellId,
|
||||
index,
|
||||
forceFarZ,
|
||||
world[..count]);
|
||||
|
||||
_portalDepthMask.DrawDepthFan(
|
||||
world[..count],
|
||||
frame.ViewProjection,
|
||||
context.Slice.Planes,
|
||||
forceFarZ);
|
||||
}
|
||||
}
|
||||
|
||||
private bool BeginDoorwayScissor(Vector4 ndcAabb)
|
||||
{
|
||||
RetailPViewFramebufferSize framebuffer = _framebuffer.Capture();
|
||||
var box = NdcScissorRect.ToPixels(
|
||||
ndcAabb,
|
||||
framebuffer.Width,
|
||||
framebuffer.Height);
|
||||
_gl.Enable(EnableCap.ScissorTest);
|
||||
_gl.Scissor(box.X, box.Y, (uint)box.Width, (uint)box.Height);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void EnableClipDistances()
|
||||
{
|
||||
for (int index = 0; index < ClipFrame.MaxPlanes; index++)
|
||||
_gl.Enable(EnableCap.ClipDistance0 + index);
|
||||
}
|
||||
|
||||
private void DisableClipDistances()
|
||||
{
|
||||
for (int index = 0; index < ClipFrame.MaxPlanes; index++)
|
||||
_gl.Disable(EnableCap.ClipDistance0 + index);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,9 +1,7 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Rendering.Wb;
|
||||
using AcDream.Core.World;
|
||||
using Silk.NET.OpenGL;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
|
|
@ -14,10 +12,6 @@ namespace AcDream.App.Rendering;
|
|||
/// </summary>
|
||||
public sealed class RetailPViewRenderer
|
||||
{
|
||||
private readonly GL _gl;
|
||||
private readonly ClipFrame _clipFrame;
|
||||
private readonly EnvCellRenderer _envCells;
|
||||
private readonly WbDrawDispatcher _entities;
|
||||
private readonly PortalVisibilityFrame _mainPortalFrameScratch = new();
|
||||
private readonly ClipFrameAssembly _clipAssemblyScratch = new();
|
||||
private readonly ViewconeCuller _viewconeScratch = new();
|
||||
|
|
@ -76,28 +70,20 @@ public sealed class RetailPViewRenderer
|
|||
// gather); seeds themselves are unbounded.
|
||||
private const float OutdoorBuildingSeedDistance = float.PositiveInfinity;
|
||||
|
||||
public RetailPViewRenderer(
|
||||
GL gl,
|
||||
ClipFrame clipFrame,
|
||||
EnvCellRenderer envCells,
|
||||
WbDrawDispatcher entities)
|
||||
{
|
||||
_gl = gl;
|
||||
_clipFrame = clipFrame;
|
||||
_envCells = envCells;
|
||||
_entities = entities;
|
||||
}
|
||||
|
||||
public RetailPViewFrameResult DrawInside(RetailPViewDrawContext ctx)
|
||||
public RetailPViewFrameResult DrawInside(
|
||||
RetailPViewFrameInput ctx,
|
||||
IRetailPViewPassExecutor passes)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(ctx);
|
||||
ArgumentNullException.ThrowIfNull(passes);
|
||||
passes.BeginFrame();
|
||||
RecycleLookInFrames();
|
||||
ResetBuildingGroups();
|
||||
|
||||
var pvFrame = PortalVisibilityBuilder.Build(
|
||||
ctx.RootCell,
|
||||
ctx.ViewerEyePos,
|
||||
ctx.CellLookup,
|
||||
ctx.Cells.Find,
|
||||
ctx.ViewProjection,
|
||||
buildingMembership: null,
|
||||
drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ,
|
||||
|
|
@ -131,12 +117,11 @@ public sealed class RetailPViewRenderer
|
|||
&& pvFrame.OutsideView.Polygons.Count > 0)
|
||||
BuildInteriorRootLookIns(ctx, pvFrame);
|
||||
|
||||
var clipAssembly = ClipFrameAssembler.Assemble(
|
||||
_clipFrame,
|
||||
var clipAssembly = passes.AssembleClipFrame(
|
||||
pvFrame,
|
||||
_clipAssemblyScratch);
|
||||
int terrainUploadCount = checked(1 + clipAssembly.OutsideViewSlices.Length * 2);
|
||||
PrepareClipFrame(ctx.SetTerrainClipUbo, terrainUploadCount);
|
||||
passes.PrepareClipFrame(terrainUploadCount);
|
||||
|
||||
// R1: draw EVERY visible cell (retail cell_draw_list), not only the cells the
|
||||
// assembler handed a clip-slot. This feeds the Prepare filter + entity partition,
|
||||
|
|
@ -146,7 +131,7 @@ public sealed class RetailPViewRenderer
|
|||
_drawableCellsScratch.Clear();
|
||||
_drawableCellsScratch.UnionWith(pvFrame.OrderedVisibleCells);
|
||||
var drawableCells = _drawableCellsScratch;
|
||||
UseIndoorMembershipOnlyRouting();
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
|
||||
// #124: look-in cells need prepared shell batches + their statics routed
|
||||
// into partition.ByCell (consumed ONLY by DrawBuildingLookIns — the main
|
||||
|
|
@ -169,13 +154,7 @@ public sealed class RetailPViewRenderer
|
|||
// the RESIDENT-cell registry, not the frame flood — and is deleted. The pool
|
||||
// is built once per frame in GameWindow, player-anchored.)
|
||||
|
||||
_envCells.PrepareRenderBatches(
|
||||
ctx.ViewProjection,
|
||||
ctx.CameraWorldPosition,
|
||||
filter: prepareCells,
|
||||
centerLbX: ctx.RenderCenterLbX,
|
||||
centerLbY: ctx.RenderCenterLbY,
|
||||
renderRadius: ctx.RenderRadius);
|
||||
passes.PrepareCellBatches(ctx, prepareCells);
|
||||
|
||||
InteriorEntityPartition.Partition(_partitionResult, prepareCells, ctx.LandblockEntries);
|
||||
var partition = _partitionResult;
|
||||
|
|
@ -185,7 +164,7 @@ public sealed class RetailPViewRenderer
|
|||
drawableCells,
|
||||
partition);
|
||||
|
||||
ctx.EmitDiagnostics?.Invoke(result);
|
||||
passes.EmitDiagnostics(ctx, result);
|
||||
|
||||
// T1 (fused BR-2/3): retail's frame order — static world, then the
|
||||
// aperture depth writes, then interior cells WHOLE far→near, then
|
||||
|
|
@ -226,17 +205,17 @@ public sealed class RetailPViewRenderer
|
|||
foreach (var e in partition.Dynamics)
|
||||
{
|
||||
EntitySphere(e, out var c, out float r);
|
||||
if (DynamicDrawsInOutsideStage(e.ParentCellId, c, r, drawableCells, ctx.CellLookup))
|
||||
if (DynamicDrawsInOutsideStage(e.ParentCellId, c, r, drawableCells, ctx.Cells))
|
||||
_outsideStageDynamics.Add(e);
|
||||
}
|
||||
}
|
||||
|
||||
DrawLandscapeThroughOutsideView(ctx, clipAssembly, partition, viewcone);
|
||||
UseIndoorMembershipOnlyRouting();
|
||||
DrawExitPortalMasks(ctx, pvFrame, clipAssembly, drawableCells);
|
||||
DrawEnvCellShells(pvFrame);
|
||||
DrawCellObjectLists(ctx, pvFrame, clipAssembly, drawableCells, partition, viewcone);
|
||||
DrawDynamicsLast(ctx, partition, viewcone, ctx.RootCell.IsOutdoorNode);
|
||||
DrawLandscapeThroughOutsideView(ctx, passes, clipAssembly, partition, viewcone);
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
DrawExitPortalMasks(ctx, passes, pvFrame, clipAssembly, drawableCells);
|
||||
DrawEnvCellShells(passes, pvFrame);
|
||||
DrawCellObjectLists(ctx, passes, pvFrame, clipAssembly, drawableCells, partition, viewcone);
|
||||
DrawDynamicsLast(ctx, passes, partition, viewcone, ctx.RootCell.IsOutdoorNode);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
|
@ -244,7 +223,7 @@ public sealed class RetailPViewRenderer
|
|||
// R-A2: group the nearby building cells by BuildingId and run one per-building flood per group
|
||||
// (retail's per-building ConstructView(CBldPortal)), merging each small view into the frame. The
|
||||
// grouping dict contains only this frame's keys; lists are pooled across frames.
|
||||
private void MergeNearbyBuildingFloods(RetailPViewDrawContext ctx, PortalVisibilityFrame pvFrame)
|
||||
private void MergeNearbyBuildingFloods(RetailPViewFrameInput ctx, PortalVisibilityFrame pvFrame)
|
||||
{
|
||||
RebuildBuildingGroups(ctx.NearbyBuildingCells!);
|
||||
|
||||
|
|
@ -255,7 +234,7 @@ public sealed class RetailPViewRenderer
|
|||
var buildingFrame = PortalVisibilityBuilder.ConstructViewBuilding(
|
||||
group,
|
||||
ctx.ViewerEyePos,
|
||||
ctx.CellLookup,
|
||||
ctx.Cells.Find,
|
||||
ctx.ViewProjection,
|
||||
OutdoorBuildingSeedDistance,
|
||||
reuseFrame: _outdoorBuildingFrameScratch);
|
||||
|
|
@ -304,7 +283,7 @@ public sealed class RetailPViewRenderer
|
|||
// doorway, ConstructView(CBldPortal) 0x005a59a0 via PView::GetClip
|
||||
// 0x005a4320). Same grouping as MergeNearbyBuildingFloods; the root's own
|
||||
// building self-excludes via the seed eye-side test.
|
||||
private void BuildInteriorRootLookIns(RetailPViewDrawContext ctx, PortalVisibilityFrame pvFrame)
|
||||
private void BuildInteriorRootLookIns(RetailPViewFrameInput ctx, PortalVisibilityFrame pvFrame)
|
||||
{
|
||||
RebuildBuildingGroups(ctx.NearbyBuildingCells!);
|
||||
|
||||
|
|
@ -316,7 +295,7 @@ public sealed class RetailPViewRenderer
|
|||
? _lookInFramePool.Pop()
|
||||
: new PortalVisibilityFrame();
|
||||
var frame = PortalVisibilityBuilder.ConstructViewBuilding(
|
||||
group, ctx.ViewerEyePos, ctx.CellLookup, ctx.ViewProjection,
|
||||
group, ctx.ViewerEyePos, ctx.Cells.Find, ctx.ViewProjection,
|
||||
OutdoorBuildingSeedDistance, pvFrame.OutsideView.Polygons,
|
||||
reuseFrame: frameScratch);
|
||||
if (frame.OrderedVisibleCells.Count > 0)
|
||||
|
|
@ -365,7 +344,8 @@ public sealed class RetailPViewRenderer
|
|||
// here is color-safe; statics draw whole (the main viewcone has no entry
|
||||
// for look-in cells; over-include is the safe direction).
|
||||
private void DrawBuildingLookIns(
|
||||
RetailPViewDrawContext ctx,
|
||||
RetailPViewFrameInput ctx,
|
||||
IRetailPViewPassExecutor passes,
|
||||
ClipFrameAssembly clipAssembly,
|
||||
InteriorEntityPartition.Result partition)
|
||||
{
|
||||
|
|
@ -375,30 +355,27 @@ public sealed class RetailPViewRenderer
|
|||
foreach (var frame in _lookInFrames)
|
||||
{
|
||||
// Pass 1: far-Z punch every aperture of this building.
|
||||
if (ctx.DrawLookInPortalPunch is not null)
|
||||
foreach (uint cellId in frame.OrderedVisibleCells)
|
||||
{
|
||||
foreach (uint cellId in frame.OrderedVisibleCells)
|
||||
if (!frame.CellViews.TryGetValue(cellId, out var view))
|
||||
continue;
|
||||
foreach (var poly in view.Polygons)
|
||||
{
|
||||
if (!frame.CellViews.TryGetValue(cellId, out var view))
|
||||
var cps = ClipPlaneSet.From(poly);
|
||||
if (cps.IsNothingVisible)
|
||||
continue;
|
||||
foreach (var poly in view.Polygons)
|
||||
{
|
||||
var cps = ClipPlaneSet.From(poly);
|
||||
if (cps.IsNothingVisible)
|
||||
continue;
|
||||
ctx.DrawLookInPortalPunch(new RetailPViewCellSliceContext(
|
||||
cellId,
|
||||
new ClipViewSlice(
|
||||
0,
|
||||
new Vector4(poly.MinX, poly.MinY, poly.MaxX, poly.MaxY),
|
||||
cps.PlaneArray),
|
||||
Array.Empty<WorldEntity>()));
|
||||
}
|
||||
passes.DrawLookInPortalPunch(ctx, new RetailPViewCellSliceContext(
|
||||
cellId,
|
||||
new ClipViewSlice(
|
||||
0,
|
||||
new Vector4(poly.MinX, poly.MinY, poly.MaxX, poly.MaxY),
|
||||
cps.PlaneArray),
|
||||
Array.Empty<WorldEntity>()));
|
||||
}
|
||||
}
|
||||
|
||||
// Pass 2: shells + statics, far→near.
|
||||
UseIndoorMembershipOnlyRouting();
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
|
||||
// Opaque shells batched per building into ONE Render (this building's
|
||||
// aperture punches above already ran; z-buffer handles order and
|
||||
|
|
@ -408,7 +385,7 @@ public sealed class RetailPViewRenderer
|
|||
foreach (uint cid in frame.OrderedVisibleCells)
|
||||
_shellBatch.Add(cid);
|
||||
if (_shellBatch.Count > 0)
|
||||
_envCells.Render(WbRenderPass.Opaque, _shellBatch);
|
||||
passes.DrawOpaqueCellShells(_shellBatch);
|
||||
|
||||
for (int i = frame.OrderedVisibleCells.Count - 1; i >= 0; i--)
|
||||
{
|
||||
|
|
@ -417,8 +394,8 @@ public sealed class RetailPViewRenderer
|
|||
_oneCell.Add(cellId);
|
||||
// Opaque shell batched above. Transparent stays per-cell (far→near)
|
||||
// for correct compositing; skipped for opaque-only cells.
|
||||
if (_envCells.CellHasTransparent(cellId))
|
||||
_envCells.Render(WbRenderPass.Transparent, _oneCell);
|
||||
if (passes.CellHasTransparentShell(cellId))
|
||||
passes.DrawTransparentCellShells(_oneCell);
|
||||
|
||||
_cellStaticScratch.Clear();
|
||||
if (partition.ByCell.TryGetValue(cellId, out var bucket))
|
||||
|
|
@ -443,12 +420,12 @@ public sealed class RetailPViewRenderer
|
|||
|
||||
if (_cellStaticScratch.Count > 0)
|
||||
{
|
||||
DrawEntityBucket(ctx, _cellStaticScratch, _oneCell);
|
||||
passes.DrawEntityBucket(ctx, _cellStaticScratch, _oneCell);
|
||||
|
||||
// The cell-particles pass for look-in cells — retail's
|
||||
// nested DrawCells draws objects WITH their emitters.
|
||||
foreach (var slice in GetCellSlicesOrNoClip(clipAssembly, cellId))
|
||||
ctx.DrawCellParticles?.Invoke(new RetailPViewCellSliceContext(
|
||||
passes.DrawCellParticles(ctx, new RetailPViewCellSliceContext(
|
||||
cellId, slice, _cellStaticScratch));
|
||||
}
|
||||
}
|
||||
|
|
@ -456,7 +433,8 @@ public sealed class RetailPViewRenderer
|
|||
}
|
||||
|
||||
private void DrawLandscapeThroughOutsideView(
|
||||
RetailPViewDrawContext ctx,
|
||||
RetailPViewFrameInput ctx,
|
||||
IRetailPViewPassExecutor passes,
|
||||
ClipFrameAssembly clipAssembly,
|
||||
InteriorEntityPartition.Result partition,
|
||||
ViewconeCuller viewcone)
|
||||
|
|
@ -479,16 +457,15 @@ public sealed class RetailPViewRenderer
|
|||
int probeSliceIndex = 0;
|
||||
foreach (var slice in clipAssembly.OutsideViewSlices)
|
||||
{
|
||||
_clipFrame.SetTerrainClip(slice.Planes);
|
||||
UploadTerrainClip(ctx.SetTerrainClipUbo);
|
||||
passes.SetTerrainClip(slice.Planes);
|
||||
// T3 (BR-5): entities are never hard-clipped — retail viewcone-
|
||||
// CHECKS each mesh's sphere against the view (Ghidra 0x0054c250)
|
||||
// and draws it whole. The old per-slice entity clip routing
|
||||
// (gl_ClipDistance via SetClipRouting) is replaced by the sphere
|
||||
// pre-filter below; terrain/sky keep their per-slice plane clip.
|
||||
_entities.ClearClipRouting();
|
||||
passes.ClearClipRouting();
|
||||
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeClipRouteEnabled)
|
||||
EmitClipRouteProbe(clipAssembly, slice, probeSliceIndex);
|
||||
passes.EmitClipRouteProbe(clipAssembly, slice, probeSliceIndex);
|
||||
|
||||
_outdoorStaticScratch.Clear();
|
||||
foreach (var e in partition.OutdoorStatic)
|
||||
|
|
@ -498,14 +475,14 @@ public sealed class RetailPViewRenderer
|
|||
_outdoorStaticScratch.Add(e);
|
||||
}
|
||||
probeSliceIndex++;
|
||||
ctx.DrawLandscapeSlice(new RetailPViewLandscapeSliceContext(slice, _outdoorStaticScratch));
|
||||
passes.DrawLandscapeSlice(ctx, new RetailPViewLandscapeSliceContext(slice, _outdoorStaticScratch));
|
||||
}
|
||||
|
||||
// #124: far-building look-ins draw HERE — still inside the landscape
|
||||
// stage (their punches mark against the terrain/exterior depth just
|
||||
// drawn), strictly BEFORE the depth clear + seals below, matching
|
||||
// retail's LScape::draw placement (DrawCells pc:432719 vs 432732/432785).
|
||||
DrawBuildingLookIns(ctx, clipAssembly, partition);
|
||||
DrawBuildingLookIns(ctx, passes, clipAssembly, partition);
|
||||
|
||||
// LATE phase (per slice): outside-stage dynamics' meshes (#118 — drawn
|
||||
// pre-clear so the seal protects their aperture pixels; AFTER the
|
||||
|
|
@ -515,9 +492,8 @@ public sealed class RetailPViewRenderer
|
|||
probeSliceIndex = 0;
|
||||
foreach (var slice in clipAssembly.OutsideViewSlices)
|
||||
{
|
||||
_clipFrame.SetTerrainClip(slice.Planes);
|
||||
UploadTerrainClip(ctx.SetTerrainClipUbo);
|
||||
_entities.ClearClipRouting();
|
||||
passes.SetTerrainClip(slice.Planes);
|
||||
passes.ClearClipRouting();
|
||||
|
||||
_outdoorStaticScratch.Clear(); // late: dynamics survivors
|
||||
_lateParticleOwnerScratch.Clear(); // late: statics + dynamics survivors
|
||||
|
|
@ -530,14 +506,12 @@ public sealed class RetailPViewRenderer
|
|||
// #131 owner watchlist (throwaway): ACDREAM_DUMP_ENTITY ids
|
||||
// double as an ENTITY-id watchlist here — one line per watched
|
||||
// outdoor-static owner per CHANGE of its cone verdict.
|
||||
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeOutStageEnabled
|
||||
&& AcDream.Core.Rendering.RenderingDiagnostics.DumpEntitySourceIds.Contains(e.Id)
|
||||
&& (!_outStageOwnerVerdicts.TryGetValue(e.Id, out bool prev) || prev != ownerPass))
|
||||
{
|
||||
_outStageOwnerVerdicts[e.Id] = ownerPass;
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[outstage-own] id=0x{e.Id:X8} src=0x{e.SourceGfxObjOrSetupId:X8} pos=({e.Position.X:F1},{e.Position.Y:F1},{e.Position.Z:F1}) c=({c.X:F1},{c.Y:F1},{c.Z:F1}) r={r:F1} slice={probeSliceIndex} {(ownerPass ? "PASS" : "CULL")}"));
|
||||
}
|
||||
passes.EmitOutStageOwner(
|
||||
e,
|
||||
c,
|
||||
r,
|
||||
probeSliceIndex,
|
||||
ownerPass);
|
||||
}
|
||||
foreach (var e in _outsideStageDynamics)
|
||||
{
|
||||
|
|
@ -548,10 +522,12 @@ public sealed class RetailPViewRenderer
|
|||
_lateParticleOwnerScratch.Add(e);
|
||||
}
|
||||
}
|
||||
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeOutStageEnabled)
|
||||
EmitOutStageProbe(probeSliceIndex, viewcone);
|
||||
passes.EmitOutStageRouting(
|
||||
probeSliceIndex,
|
||||
_outsideStageDynamics,
|
||||
viewcone);
|
||||
probeSliceIndex++;
|
||||
ctx.DrawLandscapeSliceLate?.Invoke(new RetailPViewLandscapeLateSliceContext(
|
||||
passes.DrawLandscapeSliceLate(ctx, new RetailPViewLandscapeLateSliceContext(
|
||||
slice, _outdoorStaticScratch, _lateParticleOwnerScratch));
|
||||
}
|
||||
|
||||
|
|
@ -563,12 +539,12 @@ public sealed class RetailPViewRenderer
|
|||
// must not double-draw, the #121 lesson), at the END of the landscape
|
||||
// stage: after the clear they would z-fail against the doorway seal.
|
||||
if (!ctx.RootCell.IsOutdoorNode)
|
||||
ctx.DrawUnattachedSceneParticles?.Invoke();
|
||||
passes.DrawUnattachedSceneParticles(ctx);
|
||||
|
||||
// Retail PView::DrawCells 0x005A4872 drains the landscape alpha list
|
||||
// immediately after LScape::draw and before the optional depth clear.
|
||||
// The queue remains active for the post-clear/final-world scope.
|
||||
ctx.FlushLandscapeAlpha?.Invoke();
|
||||
passes.FlushLandscapeAlpha();
|
||||
|
||||
// T1: retail clears the FULL depth buffer ONCE between the outside
|
||||
// stage and the interior stage (PView::DrawCells, Ghidra 0x005a4840 —
|
||||
|
|
@ -577,133 +553,19 @@ public sealed class RetailPViewRenderer
|
|||
// every outside-leading portal's TRUE depth (the seals,
|
||||
// DrawExitPortalMasks). Replaces the old per-slice scissored AABB
|
||||
// clear (wrong shape, no seal after it).
|
||||
if (clipAssembly.OutsideViewSlices.Length > 0)
|
||||
ctx.ClearDepthForInterior?.Invoke();
|
||||
if (clipAssembly.OutsideViewSlices.Length > 0 && !ctx.RootCell.IsOutdoorNode)
|
||||
passes.ClearInteriorDepth();
|
||||
|
||||
UseIndoorMembershipOnlyRouting();
|
||||
}
|
||||
|
||||
// #131 [outstage] probe state (2026-06-12, throwaway): print-on-change —
|
||||
// which outdoor dynamics were routed to the outside stage and which
|
||||
// survived the slice viewcone. Strip with the probe when #131 closes.
|
||||
private string? _lastOutStageSig;
|
||||
private readonly Dictionary<uint, bool> _outStageOwnerVerdicts = new();
|
||||
|
||||
private void EmitOutStageProbe(int sliceIndex, ViewconeCuller viewcone)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder(192);
|
||||
sb.Append("slice=").Append(sliceIndex)
|
||||
.Append(" outStage=").Append(_outsideStageDynamics.Count).Append(" [");
|
||||
for (int i = 0; i < _outsideStageDynamics.Count; i++)
|
||||
{
|
||||
var e = _outsideStageDynamics[i];
|
||||
EntitySphere(e, out var c, out float r);
|
||||
bool pass = viewcone.SphereVisibleInOutsideSlice(sliceIndex, c, r);
|
||||
if (i > 0) sb.Append(' ');
|
||||
sb.Append(System.FormattableString.Invariant(
|
||||
$"0x{(e.ServerGuid != 0 ? e.ServerGuid : e.Id):X8}(s{e.SourceGfxObjOrSetupId:X8}):{(pass ? "PASS" : "CULL")}:r={r:F1}"));
|
||||
}
|
||||
sb.Append(']');
|
||||
string sig = sb.ToString();
|
||||
if (sig == _lastOutStageSig) return;
|
||||
_lastOutStageSig = sig;
|
||||
Console.WriteLine("[outstage] " + sig);
|
||||
}
|
||||
|
||||
// §4 flap [clip-route] probe state (2026-06-10, throwaway): print-on-change signature +
|
||||
// monotonic sequence so held-flap vs healthy frames diff cleanly in one capture.
|
||||
private string? _lastClipRouteSig;
|
||||
private long _clipRouteSeq;
|
||||
private readonly List<uint> _clipRouteCellKeys = new();
|
||||
|
||||
// §4 flap apparatus (2026-06-10): the decisive probe between the surviving suspects
|
||||
// (handoff 2026-06-09 §1). Emits the EXACT clip inputs the landscape pass draws under:
|
||||
// the outside slice's slot + NDC AABB + planes (CPU side), the region-SSBO bytes decoded
|
||||
// at that slot (what mesh_modern.vert reads for routed instances), the terrain-UBO head
|
||||
// (what terrain/sky gate against), and the CellIdToSlot routing table. Fires AFTER
|
||||
// SetTerrainClip + UploadTerrainClip + SetClipRouting, BEFORE DrawLandscapeSlice — so the
|
||||
// printed bytes are exactly what this slice's draws consume.
|
||||
private void EmitClipRouteProbe(ClipFrameAssembly clipAssembly, ClipViewSlice slice, int sliceIndex)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder(256);
|
||||
sb.Append(System.FormattableString.Invariant(
|
||||
$"slice={sliceIndex}/{clipAssembly.OutsideViewSlices.Length} slot={slice.Slot}"));
|
||||
sb.Append(System.FormattableString.Invariant(
|
||||
$" ndc=({slice.NdcAabb.X:F3},{slice.NdcAabb.Y:F3},{slice.NdcAabb.Z:F3},{slice.NdcAabb.W:F3})"));
|
||||
sb.Append(System.FormattableString.Invariant($" planes={slice.Planes.Length}["));
|
||||
for (int i = 0; i < slice.Planes.Length; i++)
|
||||
{
|
||||
var p = slice.Planes[i];
|
||||
if (i > 0) sb.Append(' ');
|
||||
sb.Append(System.FormattableString.Invariant($"({p.X:F3},{p.Y:F3},{p.Z:F3},{p.W:F3})"));
|
||||
}
|
||||
|
||||
// CellIdToSlot sorted by cell id so dictionary enumeration order can't fake a change.
|
||||
sb.Append("] cells={");
|
||||
_clipRouteCellKeys.Clear();
|
||||
foreach (uint key in clipAssembly.CellIdToSlot.Keys)
|
||||
_clipRouteCellKeys.Add(key);
|
||||
_clipRouteCellKeys.Sort();
|
||||
for (int i = 0; i < _clipRouteCellKeys.Count; i++)
|
||||
{
|
||||
if (i > 0) sb.Append(',');
|
||||
sb.Append(System.FormattableString.Invariant(
|
||||
$"0x{_clipRouteCellKeys[i]:X8}:{clipAssembly.CellIdToSlot[_clipRouteCellKeys[i]]}"));
|
||||
}
|
||||
sb.Append('}');
|
||||
|
||||
// Region-SSBO content decoded at the routed slot, from the packed bytes UploadRegions
|
||||
// just uploaded — slot stride 144: count uint at +0, planes[8] at +16.
|
||||
var rb = _clipFrame.RegionBytesForTest;
|
||||
int off = slice.Slot * ClipFrame.CellClipStrideBytes;
|
||||
if (off >= 0 && off + ClipFrame.CellClipStrideBytes <= rb.Length)
|
||||
{
|
||||
uint ssboCount = System.BitConverter.ToUInt32(rb.Slice(off, 4));
|
||||
sb.Append(System.FormattableString.Invariant($" ssbo[{slice.Slot}]: n={ssboCount}"));
|
||||
int planeN = (int)System.Math.Min(ssboCount, (uint)ClipFrame.MaxPlanes);
|
||||
for (int i = 0; i < planeN; i++)
|
||||
{
|
||||
int po = off + ClipFrame.CellClipPlanesOffset + i * 16;
|
||||
float px = System.BitConverter.ToSingle(rb.Slice(po, 4));
|
||||
float py = System.BitConverter.ToSingle(rb.Slice(po + 4, 4));
|
||||
float pz = System.BitConverter.ToSingle(rb.Slice(po + 8, 4));
|
||||
float pw = System.BitConverter.ToSingle(rb.Slice(po + 12, 4));
|
||||
sb.Append(System.FormattableString.Invariant($" ({px:F3},{py:F3},{pz:F3},{pw:F3})"));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
sb.Append(System.FormattableString.Invariant(
|
||||
$" ssbo[{slice.Slot}]: OUT-OF-RANGE len={rb.Length}"));
|
||||
}
|
||||
|
||||
// Terrain-UBO head as uploaded (std140: int count at +0, planes[8] at +16).
|
||||
var tb = _clipFrame.TerrainBytesForTest;
|
||||
int uboCount = System.BitConverter.ToInt32(tb.Slice(0, 4));
|
||||
float u0 = System.BitConverter.ToSingle(tb.Slice(16, 4));
|
||||
float u1 = System.BitConverter.ToSingle(tb.Slice(20, 4));
|
||||
float u2 = System.BitConverter.ToSingle(tb.Slice(24, 4));
|
||||
float u3 = System.BitConverter.ToSingle(tb.Slice(28, 4));
|
||||
sb.Append(System.FormattableString.Invariant(
|
||||
$" ubo: n={uboCount} p0=({u0:F3},{u1:F3},{u2:F3},{u3:F3})"));
|
||||
|
||||
string sig = sb.ToString();
|
||||
_clipRouteSeq++;
|
||||
if (sig == _lastClipRouteSig)
|
||||
return;
|
||||
_lastClipRouteSig = sig;
|
||||
Console.WriteLine($"[clip-route] n={_clipRouteSeq} {sig}");
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
}
|
||||
|
||||
private void DrawExitPortalMasks(
|
||||
IRetailPViewCellDrawCallbacks ctx,
|
||||
RetailPViewFrameInput ctx,
|
||||
IRetailPViewPassExecutor passes,
|
||||
PortalVisibilityFrame pvFrame,
|
||||
ClipFrameAssembly clipAssembly,
|
||||
HashSet<uint> drawableCells)
|
||||
{
|
||||
if (ctx.DrawExitPortalMasks is null)
|
||||
return;
|
||||
|
||||
for (int i = pvFrame.OrderedVisibleCells.Count - 1; i >= 0; i--)
|
||||
{
|
||||
uint cellId = pvFrame.OrderedVisibleCells[i];
|
||||
|
|
@ -711,11 +573,15 @@ public sealed class RetailPViewRenderer
|
|||
continue;
|
||||
|
||||
foreach (var slice in GetCellSlicesOrNoClip(clipAssembly, cellId))
|
||||
ctx.DrawExitPortalMasks(new RetailPViewCellSliceContext(cellId, slice, Array.Empty<WorldEntity>()));
|
||||
passes.DrawExitPortalMask(
|
||||
ctx,
|
||||
new RetailPViewCellSliceContext(cellId, slice, Array.Empty<WorldEntity>()));
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawEnvCellShells(PortalVisibilityFrame pvFrame)
|
||||
private void DrawEnvCellShells(
|
||||
IRetailPViewPassExecutor passes,
|
||||
PortalVisibilityFrame pvFrame)
|
||||
{
|
||||
// T1 (fused BR-2/3): retail DrawCells Loop 2 — every visible cell's
|
||||
// shell drawn WHOLE, reverse cell_draw_list (far→near), drawn once.
|
||||
|
|
@ -727,7 +593,7 @@ public sealed class RetailPViewRenderer
|
|||
// (927fd8f/9ce335e, #114) is deleted with this rewrite.
|
||||
// Per-cell opaque+transparent keeps the far→near transparent
|
||||
// compositing the per-cell loop already provided.
|
||||
UseIndoorMembershipOnlyRouting();
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
|
||||
// Opaque: ONE batched Render for all shell cells (was one heavy per-frame
|
||||
// Render call PER cell — the dense-town FPS sink, ~94 calls/24.75ms at
|
||||
|
|
@ -739,7 +605,7 @@ public sealed class RetailPViewRenderer
|
|||
foreach (var entry in IndoorDrawPlan.ShellPass(pvFrame))
|
||||
_shellBatch.Add(entry.CellId);
|
||||
if (_shellBatch.Count > 0)
|
||||
_envCells.Render(WbRenderPass.Opaque, _shellBatch);
|
||||
passes.DrawOpaqueCellShells(_shellBatch);
|
||||
|
||||
// Transparent: far-to-near order matters for compositing. The ordered
|
||||
// list retains ShellPass cell boundaries while EnvCellRenderer shares
|
||||
|
|
@ -747,11 +613,11 @@ public sealed class RetailPViewRenderer
|
|||
_orderedTransparentShellCells.Clear();
|
||||
foreach (var entry in IndoorDrawPlan.ShellPass(pvFrame))
|
||||
{
|
||||
if (_envCells.CellHasTransparent(entry.CellId))
|
||||
if (passes.CellHasTransparentShell(entry.CellId))
|
||||
_orderedTransparentShellCells.Add(entry.CellId);
|
||||
}
|
||||
if (_orderedTransparentShellCells.Count > 0)
|
||||
_envCells.RenderTransparentOrdered(_orderedTransparentShellCells);
|
||||
passes.DrawTransparentCellShellsOrdered(_orderedTransparentShellCells);
|
||||
}
|
||||
|
||||
// T1: the frame's single LAST entity pass — ALL server-spawned dynamics
|
||||
|
|
@ -767,7 +633,8 @@ public sealed class RetailPViewRenderer
|
|||
// the draw list; the partition keeps routing it so the CULL (not the
|
||||
// visibility set) drops it, exactly retail's shape.
|
||||
private void DrawDynamicsLast(
|
||||
IRetailPViewCellDrawContext ctx,
|
||||
RetailPViewFrameInput ctx,
|
||||
IRetailPViewPassExecutor passes,
|
||||
InteriorEntityPartition.Result partition,
|
||||
ViewconeCuller viewcone,
|
||||
bool rootIsOutdoor)
|
||||
|
|
@ -811,8 +678,8 @@ public sealed class RetailPViewRenderer
|
|||
if (_dynamicsScratch.Count == 0)
|
||||
return;
|
||||
|
||||
UseIndoorMembershipOnlyRouting();
|
||||
DrawEntityBucket(ctx, _dynamicsScratch, visibleCellIds: null);
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
passes.DrawEntityBucket(ctx, _dynamicsScratch, visibleCellIds: null);
|
||||
|
||||
// #121: dynamics' attached emitters (portal swirls, creature effects)
|
||||
// gate through the SAME cone-surviving owner set as their meshes —
|
||||
|
|
@ -824,19 +691,17 @@ public sealed class RetailPViewRenderer
|
|||
// portals went invisible. Outside-stage dynamics are excluded here:
|
||||
// their emitters already drew in the landscape slice (alpha-blended
|
||||
// particles must not double-draw, unlike the depth-idempotent meshes).
|
||||
if (ctx.DrawDynamicsParticles is not null)
|
||||
{
|
||||
_dynamicsParticleScratch.Clear();
|
||||
foreach (var e in _dynamicsScratch)
|
||||
if (!_outsideStageDynamics.Contains(e))
|
||||
_dynamicsParticleScratch.Add(e);
|
||||
if (_dynamicsParticleScratch.Count > 0)
|
||||
ctx.DrawDynamicsParticles(_dynamicsParticleScratch);
|
||||
}
|
||||
_dynamicsParticleScratch.Clear();
|
||||
foreach (var e in _dynamicsScratch)
|
||||
if (!_outsideStageDynamics.Contains(e))
|
||||
_dynamicsParticleScratch.Add(e);
|
||||
if (_dynamicsParticleScratch.Count > 0)
|
||||
passes.DrawDynamicsParticles(ctx, _dynamicsParticleScratch);
|
||||
}
|
||||
|
||||
private void DrawCellObjectLists(
|
||||
IRetailPViewCellDrawContext ctx,
|
||||
RetailPViewFrameInput ctx,
|
||||
IRetailPViewPassExecutor passes,
|
||||
PortalVisibilityFrame pvFrame,
|
||||
ClipFrameAssembly clipAssembly,
|
||||
HashSet<uint> drawableCells,
|
||||
|
|
@ -889,8 +754,7 @@ public sealed class RetailPViewRenderer
|
|||
_cellObjCells.Add(cellId);
|
||||
|
||||
// BR-2 phantom-site probe (T3-updated): post-viewcone survivors.
|
||||
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbePhantomEnabled)
|
||||
EmitPhantomObjsProbe(cellId, survivors);
|
||||
passes.EmitPhantomObjects(cellId, survivors);
|
||||
}
|
||||
|
||||
// ONE batched static-object draw for every visible cell (was N per-cell
|
||||
|
|
@ -900,26 +764,27 @@ public sealed class RetailPViewRenderer
|
|||
// cull; only the draw is batched).
|
||||
if (_allCellStatics.Count > 0)
|
||||
{
|
||||
UseIndoorMembershipOnlyRouting();
|
||||
DrawEntityBucket(ctx, _allCellStatics, _cellObjCells);
|
||||
passes.UseIndoorMembershipOnlyRouting();
|
||||
passes.DrawEntityBucket(ctx, _allCellStatics, _cellObjCells);
|
||||
}
|
||||
|
||||
// Cell-particle pass — consolidated across ALL visible cells into ONE
|
||||
// draw. Was per-cell, and each call re-walked the ENTIRE live particle set
|
||||
// (DrawRetailPViewCellParticles → ParticleRenderer.Draw enumerates every
|
||||
// (RetailPViewPassExecutor.DrawCellParticles → ParticleRenderer.Draw enumerates every
|
||||
// live emitter), i.e. O(cells × particles) — the dense-town cellobjects
|
||||
// sink (~5 ms at Arwic). Static owners are disjoint per cell, so the UNION
|
||||
// (= _allCellStatics, already accumulated above for the batched draw) draws
|
||||
// EXACTLY the same emitters: the callback gates on owner id (the cone-
|
||||
// surviving set), the renderer sorts globally back-to-front, and the per-
|
||||
// cell slice was never used for clipping (the scissor gate was deleted in
|
||||
// T3 — DrawRetailPViewCellParticles disables clip distances). Runs after
|
||||
// T3 — RetailPViewPassExecutor.DrawCellParticles disables clip distances). Runs after
|
||||
// the batched static draw so emitters depth-test against the statics now in
|
||||
// the buffer (the statics-before-particles order). cellId/slice are unused
|
||||
// by the particle pass — pass NoClipSlice + the union owner list. This also
|
||||
// drops the per-cell BuildDrawList allocations (N → 1).
|
||||
if (_allCellStatics.Count > 0)
|
||||
ctx.DrawCellParticles?.Invoke(
|
||||
passes.DrawCellParticles(
|
||||
ctx,
|
||||
new RetailPViewCellSliceContext(0u, NoClipSlice, _allCellStatics));
|
||||
}
|
||||
|
||||
|
|
@ -960,7 +825,7 @@ public sealed class RetailPViewRenderer
|
|||
Vector3 sphereCenter,
|
||||
float sphereRadius,
|
||||
HashSet<uint> drawableCells,
|
||||
Func<uint, LoadedCell?> cellLookup)
|
||||
IRetailPViewCellSource cells)
|
||||
{
|
||||
if (!InteriorEntityPartition.IsIndoorCellId(parentCellId))
|
||||
return true;
|
||||
|
|
@ -968,7 +833,7 @@ public sealed class RetailPViewRenderer
|
|||
uint cellId = parentCellId!.Value;
|
||||
if (!drawableCells.Contains(cellId))
|
||||
return false; // not in the flood — the last-pass cone cull owns it
|
||||
var cell = cellLookup(cellId);
|
||||
var cell = cells.Find(cellId);
|
||||
if (cell is null)
|
||||
return false;
|
||||
|
||||
|
|
@ -998,20 +863,6 @@ public sealed class RetailPViewRenderer
|
|||
radius = (e.AabbMax - e.AabbMin).Length() * 0.5f;
|
||||
}
|
||||
|
||||
// BR-2 phantom-site probe state: print-on-change per cell so the log stays
|
||||
// diffable while the condition persists. Throwaway apparatus — strip when
|
||||
// the #113 phantom residual closes. (The [phantom-shell] half died with
|
||||
// the T1 chop deletion — shells draw whole, there is no slice state left
|
||||
// to report.)
|
||||
private readonly Dictionary<uint, int> _phantomObjsSig = new();
|
||||
|
||||
private void EmitPhantomObjsProbe(uint cellId, int bucketCount)
|
||||
{
|
||||
if (_phantomObjsSig.TryGetValue(cellId, out var prev) && prev == bucketCount) return;
|
||||
_phantomObjsSig[cellId] = bucketCount;
|
||||
Console.WriteLine($"[phantom-objs] cell=0x{cellId:X8} entities={bucketCount} (drawn unclipped, no viewcone)");
|
||||
}
|
||||
|
||||
private static ClipViewSlice[] GetCellSlicesOrNoClip(
|
||||
ClipFrameAssembly clipAssembly,
|
||||
uint cellId)
|
||||
|
|
@ -1023,80 +874,65 @@ public sealed class RetailPViewRenderer
|
|||
return NoClipSlices;
|
||||
}
|
||||
|
||||
private void UseIndoorMembershipOnlyRouting()
|
||||
{
|
||||
// T1: NOTHING in the world passes hard-clips geometry anymore — retail
|
||||
// viewcone-CHECKS meshes (sphere vs view planes, T3) and never clips
|
||||
// cell shells (DrawEnvCell draws the whole prebuilt mesh, pc:427905).
|
||||
// This clears any clip routing left by the landscape slices.
|
||||
_envCells.SetClipRouting(null);
|
||||
_entities.ClearClipRouting();
|
||||
}
|
||||
|
||||
private void DrawEntityBucket(
|
||||
IRetailPViewCellDrawContext ctx,
|
||||
IReadOnlyList<WorldEntity> bucket,
|
||||
HashSet<uint>? visibleCellIds)
|
||||
{
|
||||
uint lbId = ctx.PlayerLandblockId ?? 0u;
|
||||
var entry = (lbId, Vector3.Zero, Vector3.Zero,
|
||||
(IReadOnlyList<WorldEntity>)bucket,
|
||||
(IReadOnlyDictionary<uint, WorldEntity>?)null);
|
||||
|
||||
_entities.Draw(
|
||||
ctx.Camera,
|
||||
new[] { entry },
|
||||
ctx.Frustum,
|
||||
neverCullLandblockId: ctx.PlayerLandblockId,
|
||||
visibleCellIds: visibleCellIds,
|
||||
animatedEntityIds: ctx.AnimatedEntityIds);
|
||||
}
|
||||
|
||||
private void PrepareClipFrame(
|
||||
Action<TerrainClipBufferBinding> setTerrainClipUbo,
|
||||
int terrainUploadCount)
|
||||
{
|
||||
// Allocate every terrain record before issuing the first draw. BufferData
|
||||
// therefore never replaces the arena's backing store while an earlier
|
||||
// slice can still reference it. The large region table is immutable for
|
||||
// this assembled PView frame and is uploaded exactly once.
|
||||
_clipFrame.ReserveTerrainUploads(_gl, terrainUploadCount);
|
||||
_clipFrame.UploadRegions(_gl);
|
||||
_entities.SetClipRegionSsbo(_clipFrame.RegionSsbo);
|
||||
_envCells.SetClipRegionSsbo(_clipFrame.RegionSsbo);
|
||||
UploadTerrainClip(setTerrainClipUbo);
|
||||
}
|
||||
|
||||
private void UploadTerrainClip(Action<TerrainClipBufferBinding> setTerrainClipUbo)
|
||||
{
|
||||
TerrainClipBufferBinding binding = _clipFrame.UploadTerrainClip(_gl);
|
||||
setTerrainClipUbo(binding);
|
||||
}
|
||||
}
|
||||
|
||||
public interface IRetailPViewCellDrawCallbacks
|
||||
public interface IRetailPViewCellSource
|
||||
{
|
||||
public Action<RetailPViewCellSliceContext>? DrawExitPortalMasks { get; }
|
||||
public Action<RetailPViewCellSliceContext>? DrawCellParticles { get; }
|
||||
|
||||
/// <summary>#124: far-Z punch one look-in aperture (a clipped view polygon
|
||||
/// of a looked-into building cell) — always the PUNCH variant regardless
|
||||
/// of root kind (retail maxZ1; the root-keyed forceFarZ selector only
|
||||
/// governs the MAIN frame's exit-portal masks).</summary>
|
||||
public Action<RetailPViewCellSliceContext>? DrawLookInPortalPunch { get; }
|
||||
LoadedCell? Find(uint cellId);
|
||||
}
|
||||
|
||||
public interface IRetailPViewCellDrawContext : IRetailPViewCellDrawCallbacks
|
||||
/// <summary>
|
||||
/// Typed execution seam for the GL passes ordered by
|
||||
/// <see cref="RetailPViewRenderer"/>. Implementations execute the requested
|
||||
/// pass only; visibility construction and draw ordering remain renderer-owned.
|
||||
/// All frame inputs and results are borrowed for the duration of the call.
|
||||
/// </summary>
|
||||
public interface IRetailPViewPassExecutor
|
||||
{
|
||||
public ICamera Camera { get; }
|
||||
public FrustumPlanes? Frustum { get; }
|
||||
public uint? PlayerLandblockId { get; }
|
||||
public HashSet<uint>? AnimatedEntityIds { get; }
|
||||
|
||||
/// <summary>#121: draw the Scene-pass emitters attached to the frame's
|
||||
/// cone-surviving dynamics (portal swirls, creature effects). Invoked once
|
||||
/// per frame after the last entity pass with the survivor list.</summary>
|
||||
public Action<IReadOnlyList<WorldEntity>>? DrawDynamicsParticles { get; }
|
||||
void BeginFrame();
|
||||
ClipFrameAssembly AssembleClipFrame(
|
||||
PortalVisibilityFrame portalFrame,
|
||||
ClipFrameAssembly reuseAssembly);
|
||||
void PrepareClipFrame(int terrainUploadCount);
|
||||
void SetTerrainClip(ReadOnlySpan<Vector4> planes);
|
||||
void ClearClipRouting();
|
||||
void UseIndoorMembershipOnlyRouting();
|
||||
void PrepareCellBatches(
|
||||
RetailPViewFrameInput frame,
|
||||
HashSet<uint> visibleCellIds);
|
||||
void DrawOpaqueCellShells(HashSet<uint> cellIds);
|
||||
bool CellHasTransparentShell(uint cellId);
|
||||
void DrawTransparentCellShells(HashSet<uint> cellIds);
|
||||
void DrawTransparentCellShellsOrdered(IReadOnlyList<uint> cellIds);
|
||||
void DrawEntityBucket(
|
||||
RetailPViewFrameInput frame,
|
||||
IReadOnlyList<WorldEntity> entities,
|
||||
HashSet<uint>? visibleCellIds);
|
||||
void EmitClipRouteProbe(
|
||||
ClipFrameAssembly clipAssembly,
|
||||
ClipViewSlice slice,
|
||||
int sliceIndex);
|
||||
void EmitOutStageOwner(
|
||||
WorldEntity entity,
|
||||
Vector3 sphereCenter,
|
||||
float sphereRadius,
|
||||
int sliceIndex,
|
||||
bool passed);
|
||||
void EmitOutStageRouting(
|
||||
int sliceIndex,
|
||||
IReadOnlyList<WorldEntity> entities,
|
||||
ViewconeCuller viewcone);
|
||||
void EmitPhantomObjects(uint cellId, int survivorCount);
|
||||
void DrawLandscapeSlice(RetailPViewFrameInput frame, RetailPViewLandscapeSliceContext context);
|
||||
void DrawLandscapeSliceLate(RetailPViewFrameInput frame, RetailPViewLandscapeLateSliceContext context);
|
||||
void ClearInteriorDepth();
|
||||
void DrawExitPortalMask(RetailPViewFrameInput frame, RetailPViewCellSliceContext context);
|
||||
void DrawLookInPortalPunch(RetailPViewFrameInput frame, RetailPViewCellSliceContext context);
|
||||
void DrawUnattachedSceneParticles(RetailPViewFrameInput frame);
|
||||
void FlushLandscapeAlpha();
|
||||
void DrawCellParticles(RetailPViewFrameInput frame, RetailPViewCellSliceContext context);
|
||||
void DrawDynamicsParticles(RetailPViewFrameInput frame, IReadOnlyList<WorldEntity> survivors);
|
||||
void EmitDiagnostics(RetailPViewFrameInput frame, RetailPViewFrameResult result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -1261,7 +1097,7 @@ internal sealed class BuildingGroupScratch
|
|||
}
|
||||
}
|
||||
|
||||
public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
|
||||
public sealed class RetailPViewFrameInput
|
||||
{
|
||||
public required LoadedCell RootCell { get; init; }
|
||||
|
||||
|
|
@ -1271,7 +1107,7 @@ public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
|
|||
|
||||
public required Vector3 ViewerEyePos { get; init; }
|
||||
public required Matrix4x4 ViewProjection { get; init; }
|
||||
public required Func<uint, LoadedCell?> CellLookup { get; init; }
|
||||
public required IRetailPViewCellSource Cells { get; init; }
|
||||
public required ICamera Camera { get; init; }
|
||||
public required Vector3 CameraWorldPosition { get; init; }
|
||||
public required FrustumPlanes? Frustum { get; init; }
|
||||
|
|
@ -1283,37 +1119,20 @@ public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
|
|||
public required IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
|
||||
IReadOnlyList<WorldEntity> Entities,
|
||||
IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> LandblockEntries { get; init; }
|
||||
public required Action<TerrainClipBufferBinding> SetTerrainClipUbo { get; init; }
|
||||
public required Action<RetailPViewLandscapeSliceContext> DrawLandscapeSlice { get; init; }
|
||||
|
||||
/// <summary>#131/#132: the LATE landscape phase, per slice, after the #124
|
||||
/// look-ins — outside-stage dynamics' meshes + all scene particles +
|
||||
/// weather (the FlushAlphaList deferral; see DrawLandscapeThroughOutsideView).</summary>
|
||||
public Action<RetailPViewLandscapeLateSliceContext>? DrawLandscapeSliceLate { get; init; }
|
||||
/// <summary>T1: one full-buffer depth clear between the outside stage and the
|
||||
/// interior stage (retail PView::DrawCells, Ghidra 0x005a4840). Null for outdoor
|
||||
/// roots — outdoors the interiors must depth-test against terrain + exteriors and
|
||||
/// appear only through punched apertures.</summary>
|
||||
public Action? ClearDepthForInterior { get; init; }
|
||||
public Action<RetailPViewCellSliceContext>? DrawExitPortalMasks { get; init; }
|
||||
public Action<RetailPViewCellSliceContext>? DrawCellParticles { get; init; }
|
||||
public Action<RetailPViewCellSliceContext>? DrawLookInPortalPunch { get; init; }
|
||||
|
||||
/// <summary>#131: Scene-pass draw of UNATTACHED emitters
|
||||
/// (AttachedObjectId == 0) for interior-root frames — invoked once at the
|
||||
/// end of the landscape stage (pre-clear). Outdoor roots draw them via
|
||||
/// GameWindow's dedicated post-frame pass instead.</summary>
|
||||
public Action? DrawUnattachedSceneParticles { get; init; }
|
||||
/// <summary>Drains retail's delayed landscape alpha list before the
|
||||
/// optional outside-to-inside depth clear. The same frame-scoped queue
|
||||
/// remains open for the final world alpha scope.</summary>
|
||||
public Action? FlushLandscapeAlpha { get; init; }
|
||||
public Action<IReadOnlyList<WorldEntity>>? DrawDynamicsParticles { get; init; }
|
||||
/// <summary>
|
||||
/// Synchronous observation of the borrowed current-frame result. The
|
||||
/// callback must copy anything it needs to retain beyond this invocation.
|
||||
/// </summary>
|
||||
public Action<RetailPViewFrameResult>? EmitDiagnostics { get; init; }
|
||||
// Pass-presentation and diagnostic values consumed synchronously by the
|
||||
// typed executor. This input is data-only and is never retained.
|
||||
public required bool RenderSky { get; init; }
|
||||
public required bool RenderWeather { get; init; }
|
||||
public required float DayFraction { get; init; }
|
||||
public required DayGroupData? ActiveDayGroup { get; init; }
|
||||
public required SkyKeyframe SkyKeyframe { get; init; }
|
||||
public required bool EnvironOverrideActive { get; init; }
|
||||
public required uint ViewerCellId { get; init; }
|
||||
public required uint PlayerCellId { get; init; }
|
||||
public required Vector3 PlayerViewPosition { get; init; }
|
||||
public required Matrix4x4 CameraView { get; init; }
|
||||
public required CameraCellResolution CameraCellResolution { get; init; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
|||
148
src/AcDream.App/Rendering/TerrainDrawDiagnosticsController.cs
Normal file
148
src/AcDream.App/Rendering/TerrainDrawDiagnosticsController.cs
Normal file
|
|
@ -0,0 +1,148 @@
|
|||
using System.Diagnostics;
|
||||
using AcDream.App.Streaming;
|
||||
using AcDream.App.World;
|
||||
using AcDream.App.Rendering.Wb;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
internal readonly record struct FramePipelineDiagnosticFacts(
|
||||
LandblockPresentationDiagnostics Presentation,
|
||||
RollingTimingPercentiles UploadTiming,
|
||||
int EntitiesWalked,
|
||||
int DeferredApplyBacklog,
|
||||
int FullWindowRetirementCount,
|
||||
int LastFullWindowRetirementLandblockCount,
|
||||
int MaterializedEntityCount,
|
||||
int SpawnSnapshotCount,
|
||||
int ResidentEntityCount);
|
||||
|
||||
internal interface IFramePipelineDiagnosticFactsSource
|
||||
{
|
||||
TerrainRenderDiagnosticFacts CaptureTerrain();
|
||||
|
||||
FramePipelineDiagnosticFacts CaptureFrame();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Samples the existing canonical runtime owners only when the five-second
|
||||
/// frame diagnostic cadence publishes. It owns no world or render resource.
|
||||
/// </summary>
|
||||
internal sealed class RuntimeFramePipelineDiagnosticFactsSource :
|
||||
IFramePipelineDiagnosticFactsSource
|
||||
{
|
||||
private readonly TerrainModernRenderer? _terrain;
|
||||
private readonly LandblockPresentationPipeline? _presentation;
|
||||
private readonly RuntimeRenderFrameLivePreparation? _livePreparation;
|
||||
private readonly WbDrawDispatcher? _dispatcher;
|
||||
private readonly StreamingController? _streaming;
|
||||
private readonly LiveEntityRuntime _liveEntities;
|
||||
private readonly GpuWorldState _world;
|
||||
|
||||
public RuntimeFramePipelineDiagnosticFactsSource(
|
||||
TerrainModernRenderer? terrain,
|
||||
LandblockPresentationPipeline? presentation,
|
||||
RuntimeRenderFrameLivePreparation? livePreparation,
|
||||
WbDrawDispatcher? dispatcher,
|
||||
StreamingController? streaming,
|
||||
LiveEntityRuntime liveEntities,
|
||||
GpuWorldState world)
|
||||
{
|
||||
_terrain = terrain;
|
||||
_presentation = presentation;
|
||||
_livePreparation = livePreparation;
|
||||
_dispatcher = dispatcher;
|
||||
_streaming = streaming;
|
||||
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
|
||||
_world = world ?? throw new ArgumentNullException(nameof(world));
|
||||
}
|
||||
|
||||
public TerrainRenderDiagnosticFacts CaptureTerrain() => new(
|
||||
_terrain?.VisibleSlots ?? 0,
|
||||
_terrain?.LoadedSlots ?? 0,
|
||||
_terrain?.CapacitySlots ?? 0);
|
||||
|
||||
public FramePipelineDiagnosticFacts CaptureFrame() => new(
|
||||
_presentation?.Diagnostics ?? default,
|
||||
_livePreparation?.UploadTiming ?? default,
|
||||
_dispatcher?.LastDrawStats.EntitiesWalked ?? 0,
|
||||
_streaming?.DeferredApplyBacklog ?? 0,
|
||||
_streaming?.FullWindowRetirementCount ?? 0,
|
||||
_streaming?.LastFullWindowRetirementLandblockCount ?? 0,
|
||||
_liveEntities.MaterializedWorldEntities.Count,
|
||||
_liveEntities.Snapshots.Count,
|
||||
_world.Entities.Count);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Keeps the terrain timing sample and the frame-pipeline rollup on one
|
||||
/// failure-atomic publication cadence. The owner is shared by fallback and
|
||||
/// PView terrain passes, so extraction cannot silently split their telemetry.
|
||||
/// </summary>
|
||||
internal sealed class TerrainDrawDiagnosticsController
|
||||
{
|
||||
internal const long PublicationIntervalMilliseconds = 5_000;
|
||||
|
||||
private readonly bool _enabled;
|
||||
private readonly WorldRenderDiagnostics _world;
|
||||
private readonly IFramePipelineDiagnosticFactsSource _facts;
|
||||
private readonly IRenderFrameDiagnosticLog _log;
|
||||
private long _lastPublicationMilliseconds;
|
||||
|
||||
public TerrainDrawDiagnosticsController(
|
||||
bool enabled,
|
||||
WorldRenderDiagnostics world,
|
||||
IFramePipelineDiagnosticFactsSource facts,
|
||||
IRenderFrameDiagnosticLog log)
|
||||
{
|
||||
_enabled = enabled;
|
||||
_world = world ?? throw new ArgumentNullException(nameof(world));
|
||||
_facts = facts ?? throw new ArgumentNullException(nameof(facts));
|
||||
_log = log ?? throw new ArgumentNullException(nameof(log));
|
||||
}
|
||||
|
||||
public void Begin() => _world.BeginTerrainDraw();
|
||||
|
||||
public void Complete() => Complete(_enabled ? Environment.TickCount64 : 0L);
|
||||
|
||||
internal void Complete(long nowMilliseconds)
|
||||
{
|
||||
_world.EndTerrainDraw();
|
||||
if (!_enabled
|
||||
|| nowMilliseconds - _lastPublicationMilliseconds <= PublicationIntervalMilliseconds)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Both writes are one diagnostic transaction. Any failure leaves the
|
||||
// cadence uncommitted so a later terrain draw retries both publications.
|
||||
_world.PublishTerrainDiagnostics(_facts.CaptureTerrain());
|
||||
_log.WriteLine(FormatFrame(_facts.CaptureFrame()));
|
||||
_lastPublicationMilliseconds = nowMilliseconds;
|
||||
}
|
||||
|
||||
internal static string FormatFrame(FramePipelineDiagnosticFacts facts)
|
||||
{
|
||||
LandblockRenderPublisherDiagnostics render = facts.Presentation.Render;
|
||||
LandblockPhysicsPublisherDiagnostics physics = facts.Presentation.Physics;
|
||||
LandblockStaticPresentationDiagnostics statics = facts.Presentation.Statics;
|
||||
double ticksToMicros = 1_000_000.0 / Stopwatch.Frequency;
|
||||
double uploadMedian = facts.UploadTiming.MedianHundredthsMicroseconds / 100.0;
|
||||
double uploadP95 = facts.UploadTiming.Percentile95HundredthsMicroseconds / 100.0;
|
||||
return
|
||||
$"[FRAME-DIAG] publish={render.BeginCount}/{render.CompleteCount} "
|
||||
+ $"render_total_us=[terrain={render.TerrainPublishTicks * ticksToMicros:F1} "
|
||||
+ $"begin={render.BeginPublishTicks * ticksToMicros:F1} "
|
||||
+ $"complete={render.CompletePublishTicks * ticksToMicros:F1}] "
|
||||
+ $"physics_total_us=[base={physics.BasePublishTicks * ticksToMicros:F1} "
|
||||
+ $"gfx={physics.GfxCacheTicks * ticksToMicros:F1} "
|
||||
+ $"complete={physics.CompletePublishTicks * ticksToMicros:F1}] "
|
||||
+ $"static={statics.BeginCount}/{statics.CompleteCount}"
|
||||
+ $"(active={statics.ActiveEntityCount}) "
|
||||
+ $"entUpl_us={uploadMedian:F1}m/{uploadP95:F1}p95 "
|
||||
+ $"deferred={facts.DeferredApplyBacklog} "
|
||||
+ $"fullRetire={facts.FullWindowRetirementCount}"
|
||||
+ $"(landblocks={facts.LastFullWindowRetirementLandblockCount}) "
|
||||
+ $"esg={facts.MaterializedEntityCount} spawn={facts.SpawnSnapshotCount} "
|
||||
+ $"resident={facts.ResidentEntityCount} walked={facts.EntitiesWalked}";
|
||||
}
|
||||
}
|
||||
|
|
@ -2,6 +2,7 @@ using System.Numerics;
|
|||
using System.Diagnostics;
|
||||
using System.Text;
|
||||
using AcDream.Core.Vfx;
|
||||
using AcDream.Core.World;
|
||||
using Silk.NET.OpenGL;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
|
@ -123,6 +124,12 @@ internal sealed class WorldRenderDiagnostics
|
|||
private string? _lastScissorSignature;
|
||||
private long _scissorSequence;
|
||||
private string? _lastOutStageSignature;
|
||||
private string? _lastOutStageRoutingSignature;
|
||||
private readonly Dictionary<uint, bool> _outStageOwnerVerdicts = [];
|
||||
private readonly Dictionary<uint, int> _phantomObjectSignatures = [];
|
||||
private string? _lastClipRouteSignature;
|
||||
private long _clipRouteSequence;
|
||||
private readonly List<uint> _clipRouteCellKeys = [];
|
||||
|
||||
public WorldRenderDiagnostics(
|
||||
IRenderGlStateReader gl,
|
||||
|
|
@ -192,6 +199,177 @@ internal sealed class WorldRenderDiagnostics
|
|||
_log.WriteLine($"[clip-route-scis] n={_scissorSequence} {signature}");
|
||||
}
|
||||
|
||||
public void EmitClipRouteProbe(
|
||||
bool enabled,
|
||||
ClipFrame clipFrame,
|
||||
ClipFrameAssembly clipAssembly,
|
||||
ClipViewSlice slice,
|
||||
int sliceIndex)
|
||||
{
|
||||
if (!enabled)
|
||||
return;
|
||||
|
||||
var text = new StringBuilder(256);
|
||||
text.Append(FormattableString.Invariant(
|
||||
$"slice={sliceIndex}/{clipAssembly.OutsideViewSlices.Length} slot={slice.Slot}"));
|
||||
text.Append(FormattableString.Invariant(
|
||||
$" ndc=({slice.NdcAabb.X:F3},{slice.NdcAabb.Y:F3},{slice.NdcAabb.Z:F3},{slice.NdcAabb.W:F3})"));
|
||||
text.Append(FormattableString.Invariant($" planes={slice.Planes.Length}["));
|
||||
for (int i = 0; i < slice.Planes.Length; i++)
|
||||
{
|
||||
Vector4 plane = slice.Planes[i];
|
||||
if (i > 0)
|
||||
text.Append(' ');
|
||||
text.Append(FormattableString.Invariant(
|
||||
$"({plane.X:F3},{plane.Y:F3},{plane.Z:F3},{plane.W:F3})"));
|
||||
}
|
||||
|
||||
text.Append("] cells={");
|
||||
_clipRouteCellKeys.Clear();
|
||||
foreach (uint key in clipAssembly.CellIdToSlot.Keys)
|
||||
_clipRouteCellKeys.Add(key);
|
||||
_clipRouteCellKeys.Sort();
|
||||
for (int i = 0; i < _clipRouteCellKeys.Count; i++)
|
||||
{
|
||||
if (i > 0)
|
||||
text.Append(',');
|
||||
text.Append(FormattableString.Invariant(
|
||||
$"0x{_clipRouteCellKeys[i]:X8}:{clipAssembly.CellIdToSlot[_clipRouteCellKeys[i]]}"));
|
||||
}
|
||||
text.Append('}');
|
||||
|
||||
ReadOnlySpan<byte> regionBytes = clipFrame.RegionBytesForTest;
|
||||
int offset = slice.Slot * ClipFrame.CellClipStrideBytes;
|
||||
if (offset >= 0 && offset + ClipFrame.CellClipStrideBytes <= regionBytes.Length)
|
||||
{
|
||||
uint count = BitConverter.ToUInt32(regionBytes.Slice(offset, 4));
|
||||
text.Append(FormattableString.Invariant($" ssbo[{slice.Slot}]: n={count}"));
|
||||
int planeCount = (int)Math.Min(count, (uint)ClipFrame.MaxPlanes);
|
||||
for (int i = 0; i < planeCount; i++)
|
||||
{
|
||||
int planeOffset = offset + ClipFrame.CellClipPlanesOffset + i * 16;
|
||||
float x = BitConverter.ToSingle(regionBytes.Slice(planeOffset, 4));
|
||||
float y = BitConverter.ToSingle(regionBytes.Slice(planeOffset + 4, 4));
|
||||
float z = BitConverter.ToSingle(regionBytes.Slice(planeOffset + 8, 4));
|
||||
float w = BitConverter.ToSingle(regionBytes.Slice(planeOffset + 12, 4));
|
||||
text.Append(FormattableString.Invariant($" ({x:F3},{y:F3},{z:F3},{w:F3})"));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
text.Append(FormattableString.Invariant(
|
||||
$" ssbo[{slice.Slot}]: OUT-OF-RANGE len={regionBytes.Length}"));
|
||||
}
|
||||
|
||||
ReadOnlySpan<byte> terrainBytes = clipFrame.TerrainBytesForTest;
|
||||
int terrainCount = BitConverter.ToInt32(terrainBytes[..4]);
|
||||
float p0 = BitConverter.ToSingle(terrainBytes.Slice(16, 4));
|
||||
float p1 = BitConverter.ToSingle(terrainBytes.Slice(20, 4));
|
||||
float p2 = BitConverter.ToSingle(terrainBytes.Slice(24, 4));
|
||||
float p3 = BitConverter.ToSingle(terrainBytes.Slice(28, 4));
|
||||
text.Append(FormattableString.Invariant(
|
||||
$" ubo: n={terrainCount} p0=({p0:F3},{p1:F3},{p2:F3},{p3:F3})"));
|
||||
|
||||
string signature = text.ToString();
|
||||
_clipRouteSequence++;
|
||||
if (signature == _lastClipRouteSignature)
|
||||
return;
|
||||
_lastClipRouteSignature = signature;
|
||||
_log.WriteLine($"[clip-route] n={_clipRouteSequence} {signature}");
|
||||
}
|
||||
|
||||
public void EmitOutStageOwner(
|
||||
bool enabled,
|
||||
IReadOnlySet<uint> watchedEntityIds,
|
||||
WorldEntity entity,
|
||||
Vector3 sphereCenter,
|
||||
float sphereRadius,
|
||||
int sliceIndex,
|
||||
bool passed)
|
||||
{
|
||||
if (!enabled
|
||||
|| !watchedEntityIds.Contains(entity.Id)
|
||||
|| (_outStageOwnerVerdicts.TryGetValue(entity.Id, out bool previous)
|
||||
&& previous == passed))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_outStageOwnerVerdicts[entity.Id] = passed;
|
||||
_log.WriteLine(FormattableString.Invariant(
|
||||
$"[outstage-own] id=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} pos=({entity.Position.X:F1},{entity.Position.Y:F1},{entity.Position.Z:F1}) c=({sphereCenter.X:F1},{sphereCenter.Y:F1},{sphereCenter.Z:F1}) r={sphereRadius:F1} slice={sliceIndex} {(passed ? "PASS" : "CULL")}"));
|
||||
}
|
||||
|
||||
public void EmitOutStageRouting(
|
||||
bool enabled,
|
||||
int sliceIndex,
|
||||
IReadOnlyList<WorldEntity> entities,
|
||||
ViewconeCuller viewcone)
|
||||
{
|
||||
if (!enabled)
|
||||
return;
|
||||
|
||||
var text = new StringBuilder(192);
|
||||
text.Append("slice=").Append(sliceIndex)
|
||||
.Append(" outStage=").Append(entities.Count).Append(" [");
|
||||
for (int i = 0; i < entities.Count; i++)
|
||||
{
|
||||
WorldEntity entity = entities[i];
|
||||
EntitySphere(entity, out Vector3 center, out float radius);
|
||||
bool passed = viewcone.SphereVisibleInOutsideSlice(
|
||||
sliceIndex,
|
||||
center,
|
||||
radius);
|
||||
if (i > 0)
|
||||
text.Append(' ');
|
||||
text.Append(FormattableString.Invariant(
|
||||
$"0x{(entity.ServerGuid != 0 ? entity.ServerGuid : entity.Id):X8}(s{entity.SourceGfxObjOrSetupId:X8}):{(passed ? "PASS" : "CULL")}:r={radius:F1}"));
|
||||
}
|
||||
text.Append(']');
|
||||
string signature = text.ToString();
|
||||
if (signature == _lastOutStageRoutingSignature)
|
||||
return;
|
||||
_lastOutStageRoutingSignature = signature;
|
||||
_log.WriteLine("[outstage] " + signature);
|
||||
}
|
||||
|
||||
public void EmitPhantomObjects(bool enabled, uint cellId, int survivorCount)
|
||||
{
|
||||
if (!enabled
|
||||
|| (_phantomObjectSignatures.TryGetValue(cellId, out int previous)
|
||||
&& previous == survivorCount))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_phantomObjectSignatures[cellId] = survivorCount;
|
||||
_log.WriteLine(
|
||||
$"[phantom-objs] cell=0x{cellId:X8} entities={survivorCount} (drawn unclipped, no viewcone)");
|
||||
}
|
||||
|
||||
public void EmitSeamMask(
|
||||
bool enabled,
|
||||
IReadOnlySet<uint> targetCells,
|
||||
uint cellId,
|
||||
int portalIndex,
|
||||
bool forceFarZ,
|
||||
ReadOnlySpan<Vector3> vertices)
|
||||
{
|
||||
if (!enabled || !targetCells.Contains(cellId))
|
||||
return;
|
||||
|
||||
float minimumZ = float.MaxValue;
|
||||
float maximumZ = float.MinValue;
|
||||
foreach (Vector3 vertex in vertices)
|
||||
{
|
||||
minimumZ = Math.Min(minimumZ, vertex.Z);
|
||||
maximumZ = Math.Max(maximumZ, vertex.Z);
|
||||
}
|
||||
|
||||
_log.WriteLine(FormattableString.Invariant(
|
||||
$"[seam-mask] t={Environment.TickCount64} cell=0x{cellId:X8} portal={portalIndex} far={forceFarZ} n={vertices.Length} z=[{minimumZ:F3},{maximumZ:F3}]"));
|
||||
}
|
||||
|
||||
public void EmitPViewInput(
|
||||
bool enabled,
|
||||
PortalVisibilityFrame portalFrame,
|
||||
|
|
@ -590,4 +768,15 @@ internal sealed class WorldRenderDiagnostics
|
|||
.Append(" live=").Append(partition.Dynamics.Count)
|
||||
.ToString();
|
||||
}
|
||||
|
||||
private static void EntitySphere(
|
||||
WorldEntity entity,
|
||||
out Vector3 center,
|
||||
out float radius)
|
||||
{
|
||||
if (entity.AabbDirty)
|
||||
entity.RefreshAabb();
|
||||
center = (entity.AabbMin + entity.AabbMax) * 0.5f;
|
||||
radius = (entity.AabbMax - entity.AabbMin).Length() * 0.5f;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue