feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight

cdb trace of LIVE retail (tools/cdb/issue176-floor-light.cdb, binary<->PDB MATCH) PROVED retail
applies ALL its dynamic lights — 4 intensity-100 magenta portal lights (d3dIdx 3-6, falloff 6) +
the viewer fill (d3dIdx 1, 2.25) — as D3D hardware lights to EVERY Facility Hub cell, every frame,
stable. So the faceted purple wedges on the floor are retail-FAITHFUL. acdream did a per-cell
SelectForObject sphere-overlap 8-cap for cells, so the portal set could differ/flip per cell.

- LightManager.SelectForCell (retail minimize_envcell_lighting 0x0054c170): ALL dynamic lights
  applied unconditionally (shader range cutoff zeroes non-reaching = D3D hardware range), then
  nearest static torches fill remaining slots. Wired into EnvCellRenderer.GetCellLightSet.
  Objects keep SelectForObject (minimize_object_lighting). Pins:
  SelectForCell_AppliesAllDynamicLights_EvenOutOfReach + _SameDynamicSet_ForCellsFarApart_NoFlap.
- Apparatus: [light-detail] gains owner/cell/dyn (pinned the culprit = 2 portal weenies
  0x000F4247/48 in 0x8A020118/19, intensity=100 magenta); CellVertexNormals_SmoothOrFaceted_Dump
  (corridor floor uses SMOOTH per-vertex dat normals, not flat); tools/cdb/issue176-floor-light.cdb.

#176 RESIDUAL is NOT this fix. It's a RUNTIME draw z-fight in the seam floor. Eliminated (evidence):
NOT lighting (per-light cap + this both no-change), NOT membership (render cell 0x8A020164 stable
100% of 188k frames / 526 angles, res=None), NOT dat geometry (coplanar sweep empty at z=-6 floor
incl. cell 0164). NEXT = RenderDoc pixel-history. Full handoff + DO-NOT-RETRY:
docs/research/2026-07-06-176-seam-floor-zfight-handoff.md. Suites green: Core 2599 + 2 skip.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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# Pickup handoff — #176 seam-floor lighting flicker = a RUNTIME draw z-fight (RenderDoc next)
**Paste the companion prompt below into a fresh session.** Read this file, then
`claude-memory/project_render_pipeline_digest.md` (top banner), then **ISSUES #176**.
## TL;DR — what #176 actually is now
The Facility Hub corridor floor shows **hard-edged purple triangular facets that
flicker as the camera turns**, at cell seams. After a long investigation (11
hypotheses), the domain is **pinned by evidence**:
> **#176's residual is a RUNTIME draw-level depth-fight (z-fight) in the seam
> FLOOR geometry — two draws the renderer emits at ~the same depth, one carrying
> the purple portal light and one not, whose winner flips as the camera moves.
> It is NOT lighting, NOT membership, NOT dat geometry.**
The **wedge SHAPE itself is retail-faithful** (retail shows the same faceted
purple — cdb-proven, below). The only defect is the **flicker**, and it is a
render/draw problem. **The next step is a RenderDoc pixel-history capture** — do
NOT throw more lighting fixes at it (two already did nothing).
## The elimination table (evidence — this is the DO-NOT-RETRY list)
| Ruled OUT | How (hard evidence) |
|---|---|
| Lighting **brightness** | per-light cap on the dynamic branch (`mesh_modern.vert`) → **no visual change**, reverted |
| Lighting **selection** | `SelectForCell` (all dynamic lights per cell, retail-exact) → **no visual change** |
| Light-set **camera-cap churn** (the OLD "confirmed" #176 theory) | visible-cell scoping shipped (`c500912b`); probe-proven ~285 through-floor lights dropped/frame — symptom unchanged. **REFUTED.** |
| **Membership / the "flap"** | `ACDREAM_PROBE_FLAP`: render cell = `0x8A020164` on **100%** of 188,732 frames across **526 distinct camera angles**, `res=None` always; `ACDREAM_PROBE_PVINPUT` flood is stable-per-angle (17/10/8…), never oscillates at a fixed view; 1 `[cell-transit]` (the spawn teleport) total |
| **Dat-geometry z-fight** | `Issue176177DungeonSeamInspectionTests.CorridorNeighborhood_CoplanarOverlappingDrawnPolyPairs` seeded on the ACTUAL cell `0x8A020164` + neighbors → **zero** coplanar drawn pairs at the z=6 corridor floor (only the benign same-cell z=12 under-hall floor tiling in `0x011E`) |
| A2C / alpha-hole see-through | corridor floor surface `0x08000377` is **fully opaque** (`alpha0Texels=0`, `transl=0.00`) |
| Translucent under-surface blend | the one translucent colored surface `0x08000034` is `NoPos` (not drawn) |
| Flat (per-face) normals | corridor floor uses **smooth per-vertex dat normals** (center `(0,0,1)`, corners tilted ~27° — retail-style edge smoothing), NOT flat (`CellVertexNormals_SmoothOrFaceted_Dump`) |
## What retail actually does (cdb-proven — the wedge is faithful)
`tools/cdb/issue176-floor-light.cdb` traced live retail's `config_hardware_light`
standing in the Hub (binary↔PDB MATCH, GUID `9e847e2f…`):
- Retail applies **4 intensity-100 magenta portal lights** (`d3dIdx 36`,
`color=(0.784,0,0.784)`, `falloff=6`) **+ the viewer fill** (`d3dIdx 1`,
`intensity=2.25 falloff=10`) as **D3D hardware lights to EVERY Hub cell**
(`0102,0103,0109,0111,0112,0115,0118,0119,011a,011e,011f,0121,0122,0123…`),
every frame, stable.
- So retail's cell floors ARE lit by the portals via per-vertex hardware T&L over
the same smoothed fan-corner normals → **the same faceted purple wedges**.
→ the wedge SHAPE is retail-faithful; only the flicker is ours.
The intensity-100 magenta light is the **portal** (2 portal weenies
`0x000F4247`/`0x000F4248` in cells `0x8A020118`/`0x8A020119`, `dyn=1`). Confirmed
via the `[light-detail] owner=/cell=/dyn=` probe fields.
## The residual bug — a runtime double-draw of the seam floor
Since it's not dat geometry, the renderer is emitting the corridor floor (or a
coincident surface) **twice at ~the same depth**. Prime suspects to check in
RenderDoc (do NOT assume — capture and read):
1. **The `+0.02 m` shell render lift** (`PortalVisibilityBuilder.ShellDrawLiftZ`,
register **AP-32**, the #130 saga). If the shell floor draws lifted while some
other pass draws the same floor unlifted, 0.02 m z-fights at grazing angles.
2. **The A8 double-sided cell-shell stopgap** (**#178**, LIVE):
`EnvCellRenderer.RenderModernMDIInternal` `if (cullMode == CullMode.Landblock)
cullMode = CullMode.None;` — every cell shell draws two-sided. Retiring this is
already an open issue; test whether it's implicated.
3. **Portal depth-writes**`RetailPViewRenderer.DrawExitPortalMasks` /
the interior-root depth-clear+seal path. Seals are supposed to fire only for
`OtherCellId==0xFFFF` (a sealed dungeon draws zero), but VERIFY in the capture
that no depth-mask lands on the floor-portal plane (the corridor floor IS a
floor-portal poly to the under-room, surf `0x08000377`, z=6).
## RenderDoc plan (the definitive next step)
1. Launch acdream under RenderDoc (`renderdoc` → capture `AcDream.App`, or inject).
Standard `ACDREAM_LIVE` env from CLAUDE.md.
2. Stand in cell `0x8A020164` corridor, at an angle where the floor flickers.
Capture a frame (F12).
3. In RenderDoc: **right-click a flickering floor pixel → "History"** (pixel
history). It lists every draw that touched that pixel + its depth + pass/fail.
4. **Two draws at ~equal depth writing that pixel = the z-fight.** Identify which
two passes they are (shell vs shell-lift vs portal-mask). Report the draw
names + depths back — that names the fix.
5. Fix at the source (make the two draws not coincide: drop the redundant draw,
or reconcile the lift), then re-gate. No band-aid depth-bias (that's a
workaround — see CLAUDE.md).
## What's committed / the state
- **`c500912b`** (in `main`): visible-cell light **scoping**`LightSource.CellId`
+ `BuildPointLightSnapshot(camPos, visibleCells)` (retail `add_*_lights over
visible_cell_table`) + the `[indoor-light]` probe. Retail-faithful; fixed the
camera-eviction latent bug. Register **AP-85** corrected. Corrected the old
handoff's imprecise "insert_light = per-cell" framing — the real model is
visible-cell-scoped collection into a small player-nearest pool; see
`docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md`.
- **This commit**: `LightManager.SelectForCell` (all dynamic lights per EnvCell,
retail `minimize_envcell_lighting`) wired into `EnvCellRenderer.GetCellLightSet`;
the `[light-detail]` owner/cell/dyn probe; `CellVertexNormals_*` dump;
`tools/cdb/issue176-floor-light.cdb`. **Retail-faithful, NOT the flicker fix.**
- Suites green: Core 2599 + 2 skip. All on `main`.
## Apparatus (reuse, don't rebuild)
- `ACDREAM_PROBE_FLAP=1` — per-frame `[flap-cam]` render cell + `[flap]` portal
decisions (proved membership stable).
- `ACDREAM_PROBE_PVINPUT=1` — per-frame `[pv-input] flood=N eye= yaw=`.
- `ACDREAM_PROBE_LIGHT=1``[light]` + `[light-detail]` (now with owner/cell/dyn).
- `ACDREAM_PROBE_INDOOR_LIGHT=1``[indoor-light]` scoped-pool SET composition.
- `tools/cdb/issue176-floor-light.cdb` — retail light-setup trace.
- `Issue176177DungeonSeamInspectionTests` — dat truth (coplanar sweep, floor
surfaces, vertex normals); `CorridorNeighborhood_CoplanarOverlappingDrawnPolyPairs`
seed = `{0164,0165,016E,017A}`+neighbors.
## Repro + launch protocol
`dotnet build` green FIRST (close any running client — a client may still be up;
the user manages lifecycle, do NOT kill it, ASK). Standard `ACDREAM_LIVE`
PowerShell launch. Test char spawns in the Facility Hub; the flickering corridor
is cell **`0x8A020164`** (player z≈5.9). Turn back-and-forth across a seam to
reproduce. Strip `\000` before grep (PowerShell Tee = UTF-16).
## Process lesson (paid for in full this session)
**Get a screenshot AND a retail cdb trace EARLY for a render bug — before
theorizing.** This session chased 11 inference-based hypotheses over many
launches; the screenshot (faceted triangles) + the cdb trace (retail applies the
same lights → faithful shape) would each have redirected the whole thing in one
step. The project's own rules already say this; follow them.
## Also open
- **#177** — dungeon stairs pop in/out (`0178/0182/0183`) — a SEPARATE
portal-visibility miss, not lighting. Untouched this arc.