feat(render): Phase A8.F — RenderInsideOut driven by clipped OutsideView + Job-A/B decouple
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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1 changed files with 46 additions and 80 deletions
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@ -11022,64 +11022,24 @@ public sealed class GameWindow : IDisposable
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System.Collections.Generic.HashSet<uint>? visibleCellIds)
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System.Collections.Generic.HashSet<uint>? visibleCellIds)
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{
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{
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var gl = _gl!;
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var gl = _gl!;
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bool didInsideStencil = false;
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EmitBuildingsProbe(visibilityCellId: cameraCell.CellId, camBuildings, otherBuildings);
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EmitBuildingsProbe(visibilityCellId: cameraCell.CellId, camBuildings, otherBuildings);
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var visiblePortalCells = new System.Collections.Generic.List<AcDream.App.Rendering.LoadedCell>();
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// Phase A8.F: build the recursively-clipped portal frame from the camera cell.
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if (visibleCellIds is not null)
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// OutsideView = exit portals clipped to their portal chain (fixes the cellar flap).
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// buildingMembership left null here; Task 8 wires cross-building via CrossBuildingViews.
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var portalFrame = AcDream.App.Rendering.PortalVisibilityBuilder.Build(
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cameraCell,
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camPos,
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id => _cellVisibility.TryGetCell(id, out var pc) ? pc : null,
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viewProj);
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bool didInsideStencil = !portalFrame.OutsideView.IsEmpty;
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if (didInsideStencil)
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{
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{
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foreach (uint cellId in visibleCellIds)
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{
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if (_cellVisibility.TryGetCell(cellId, out var cell) && cell is not null)
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visiblePortalCells.Add(cell);
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}
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}
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int insidePortalVertexCount = visiblePortalCells.Count > 0
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? _indoorStencilPipeline!.UploadPortalMesh(visiblePortalCells, camPos)
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: 0;
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// Steps 1+2: stencil bit 1 + far-depth punch at portal-visible exits only.
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// WB builds its outside view from the current portal traversal; using every
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// exit on the camera building over-punches terrain through indoor openings
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// when an unrelated window/door portal overlaps them in screen space.
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if (insidePortalVertexCount > 0)
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{
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didInsideStencil = true;
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gl.Enable(EnableCap.StencilTest);
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gl.ClearStencil(0);
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gl.Clear(ClearBufferMask.StencilBufferBit);
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// Step 1: stencil bit 1 at our buildings' portals.
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// WB VisibilityManager.cs:86-94
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gl.Disable(EnableCap.CullFace);
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gl.StencilFunc(StencilFunction.Always, 1, 0xFFu);
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gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
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gl.StencilMask(0x01u);
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gl.ColorMask(false, false, false, false);
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gl.DepthMask(false);
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gl.Enable(EnableCap.DepthTest);
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gl.DepthFunc(DepthFunction.Always);
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EmitDrawOrderProbe(step: 1, sub: ' ');
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EmitDrawOrderProbe(step: 1, sub: ' ');
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_indoorStencilPipeline!.DrawUploadedPortalMesh(
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_indoorStencilPipeline!.MarkAndPunchNdc(portalFrame.OutsideView.Polygons);
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viewProj,
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EmitStencilProbe(op: "mark-clipped");
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writeFarDepth: false,
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enableDepthClamp: true);
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EmitStencilProbe(op: "mark-visible");
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// Step 2: punch depth at portals.
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// WB VisibilityManager.cs:99-104
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gl.DepthMask(true);
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gl.DepthFunc(DepthFunction.Always);
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EmitDrawOrderProbe(step: 2, sub: ' ');
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_indoorStencilPipeline!.DrawUploadedPortalMesh(
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viewProj,
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writeFarDepth: true,
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enableDepthClamp: true);
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EmitStencilProbe(op: "punch-visible");
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}
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}
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// Step 3: render the indoor cells visible from the camera cell
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// Step 3: render the indoor cells visible from the camera cell
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@ -11151,14 +11111,21 @@ public sealed class GameWindow : IDisposable
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EmitEnvCellProbe(camBuildings.Count, otherBuildings.Count, currentEnvCellIds.Count);
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EmitEnvCellProbe(camBuildings.Count, otherBuildings.Count, currentEnvCellIds.Count);
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// Step 4: stencil-gated outdoor (terrain + scenery + static objects).
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// Step 4 (WB VisibilityManager.cs:130-154): stencil STATE gated; exterior DRAWS unconditional.
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// WB VisibilityManager.cs:130-154
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// WB draws terrain + scenery OUTSIDE the `if`; only the stencil read-only state setup is
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// gated on whether an indoor mask was marked. When no exit portal was visible (sealed view,
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// e.g. a cellar that reaches no exit), depth written in Step 3 occludes terrain on its own.
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if (didInsideStencil)
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if (didInsideStencil)
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{
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{
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gl.Enable(EnableCap.StencilTest);
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gl.Enable(EnableCap.StencilTest);
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gl.StencilFunc(StencilFunction.Equal, 1, 0x01u);
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gl.StencilFunc(StencilFunction.Equal, 1, 0x01u);
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gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Keep);
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gl.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Keep);
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gl.StencilMask(0x00u);
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gl.StencilMask(0x00u);
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}
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else
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{
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gl.Disable(EnableCap.StencilTest); // sealed view — depth alone occludes outdoor geometry
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}
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gl.ColorMask(true, true, true, false);
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gl.ColorMask(true, true, true, false);
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gl.DepthMask(true);
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gl.DepthMask(true);
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gl.Enable(EnableCap.CullFace);
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gl.Enable(EnableCap.CullFace);
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@ -11184,7 +11151,6 @@ public sealed class GameWindow : IDisposable
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animatedEntityIds: null,
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animatedEntityIds: null,
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set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.OutdoorScenery);
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set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.OutdoorScenery);
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_a8PerfLastStaticStats = _wbDrawDispatcher.LastDrawStats;
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_a8PerfLastStaticStats = _wbDrawDispatcher.LastDrawStats;
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}
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// Step 5: per-other-building 3-bit stencil pipeline.
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// Step 5: per-other-building 3-bit stencil pipeline.
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// WB VisibilityManager.cs:157-232
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// WB VisibilityManager.cs:157-232
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