refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing
Retired in favour of Task 1's retail-faithful terrain shader Z nudge.
Pure removal — ~50 LOC of dead surface area across:
- src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter +
cell-collapse block)
- src/AcDream.Core/World/LoadedLandblock.cs (drop field)
- src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
- src/AcDream.App/Rendering/GameWindow.cs (3 sites)
- src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
- src/AcDream.App/Streaming/LandblockStreamer.cs (1 ctor site)
- tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (drop test)
- tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs (drop test)
No retail anchor — the deleted mechanism never had one; this commit
rolls our code back to the actual retail behaviour established in
the prior commit's shader nudge.
ISSUES.md #100 moved to Recently closed.
Cross-ref:
docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
f48c74aa8b
commit
a64e6f20da
9 changed files with 52 additions and 165 deletions
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@ -761,56 +761,6 @@ family (sling-out — also likely).
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---
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## #100 — Transparent rectangular patches around every house (terrain rendering)
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**Status:** OPEN
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**Severity:** MEDIUM (visual regression; affects every Holtburg house)
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**Filed:** 2026-05-24
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**Component:** rendering, terrain
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**Description:** Standing outside any Holtburg house, the ground in a
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rectangular footprint around the building appears as a flat dark patch
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instead of cobblestone / grass terrain. Visible as a sharp-edged
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rectangle the size of the house's outdoor footprint. Same shape on
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every house observed.
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User report 2026-05-24 (with screenshot): "around every house now I
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missing the ground texture, it is transparent. I can see through the
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ground."
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**Root cause / status:** **Bisect 2026-05-24 — commit `35b37df`** is the introducer (the only commit on this worktree branch that touches `src/AcDream.Core/Terrain/`). It added a `hiddenTerrainCells` parameter to `LandblockMesh.Build` that collapses terrain triangles owned by buildings to zero-area degenerates, intended so the building's own ground-level mesh visually fills the gap (avoids Z-fighting between terrain and building floor).
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The hide mechanism works at **outdoor-cell granularity** — 24 m × 24 m cells indexed by `cy * 8 + cx` from `LandBlockInfo.Buildings`. A cottage building only fills ~half of one outdoor cell (cottage footprint ~12 m × 12 m vs cell 24 m × 24 m), so the entire 24 × 24 cell terrain gets hidden but the cottage geometry only covers a smaller area inside it. The visible result: a dark rectangle (sky / framebuffer clear bleeding through) around every house where terrain was hidden but no building mesh fills the gap.
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Confirmed in [`src/AcDream.Core/Terrain/LandblockMesh.cs:178`](src/AcDream.Core/Terrain/LandblockMesh.cs:178):
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```csharp
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if (hiddenTerrainCells is not null && hiddenTerrainCells.Contains(cellIdx))
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{
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indices[i] = (uint)(cellIdx * VerticesPerCell); // collapse to vertex 0 → degenerate
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continue;
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}
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```
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The cells flagged hidden come from `LandblockLoader.BuildBuildingTerrainCells` (also kept by 35b37df), which reads `LandBlockInfo.Buildings` and emits one cellIdx per listed building's `cy*8+cx`.
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The b3ce505 issue-#98 fix did NOT cause or interact with this — it only touched physics collision code.
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**Fix paths** (need design decision):
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1. **Polygon-level terrain occlusion** instead of cell-level. Build per-poly cutouts from each building's ground-footprint convex hull / bounding box, modify the terrain mesh to actually have a hole the building exactly fits. Retail-faithful for this case but a real engineering change to `LandblockMesh.Build`.
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2. **Drop the hiddenTerrainCells mechanism entirely** and accept Z-fighting on the building floor vs terrain seam (or solve Z-fighting via a tiny render-only Z lift on the building floor mesh, the same trick we already use for env cell floors at line 5363 `+ new Vector3(0f, 0f, 0.02f)`).
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3. **Render the building's "yard" mesh** if buildings have such a thing in retail. (Need to check — Holtburg cottages may have stone foundation polys around them that retail renders.)
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Option 2 is the smallest change; option 1 is the most faithful. Option 3 needs retail visual research.
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**Files:**
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- `src/AcDream.Core/Terrain/LandblockMesh.cs:178` — the collapse code
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- `src/AcDream.Core/World/LandblockLoader.cs` — `BuildBuildingTerrainCells`
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- `src/AcDream.App/Rendering/GameWindow.cs:1808, 5366, 8761` — sites calling `LandblockMesh.Build` with `hiddenTerrainCells`
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**Acceptance:** Standing outside a Holtburg house, the ground around it
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renders with the same cobblestone / grass texture as the surrounding
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terrain — no dark rectangular patches.
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---
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## #98-old-context-preserved-for-reference
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@ -3474,6 +3424,44 @@ Unverified. The likely culprits, ranked by suspected probability:
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# Recently closed
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## #100 — [DONE 2026-05-25 · f48c74aa + 64518d59] Transparent rectangular patches around every house (terrain rendering)
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**Status:** DONE
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**Closed:** 2026-05-25
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**Commits:** `f48c74aa`, `64518d59`
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**Component:** rendering, terrain
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**Resolution (2026-05-25 · #100):** Replaced the cell-level
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`hiddenTerrainCells` mechanism with retail's per-vertex Z nudge
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(`zFightTerrainAdjust = 0.00999999978`) applied inside the modern
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terrain vertex shader. Render terrain everywhere; coplanar building
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floors win the depth test by being 1 cm higher than the rendered
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terrain. Physics path untouched. ~50 LOC of `BuildingTerrainCells`
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plumbing removed across LandblockMesh / LoadedLandblock /
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LandblockLoader / GameWindow / GpuWorldState / LandblockStreamer
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plus the corresponding unit test. Retail anchors:
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acclient_2013_pseudo_c.txt:1120769 + :702254.
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**Description:** Standing outside any Holtburg house, the ground in a
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rectangular footprint around the building appears as a flat dark patch
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instead of cobblestone / grass terrain. Visible as a sharp-edged
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rectangle the size of the house's outdoor footprint. Same shape on
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every house observed.
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User report 2026-05-24 (with screenshot): "around every house now I
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missing the ground texture, it is transparent. I can see through the
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ground."
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**Root cause:** Bisect 2026-05-24 — commit `35b37df` is the introducer. It
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added a `hiddenTerrainCells` parameter to `LandblockMesh.Build` that collapses
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terrain triangles owned by buildings to zero-area degenerates. The hide
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mechanism works at outdoor-cell granularity (24 m × 24 m cells), so the entire
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cell terrain was hidden but the cottage geometry only covers a smaller area inside
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it — leaving a dark transparent rectangle. The fix renders terrain everywhere and
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uses retail's Z nudge to ensure building floors win the depth test.
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---
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## #101 — [DONE 2026-05-25 · 5240d65 + 6ca872f] Stair-step cylinder phantom blocks player on multi-part EnvCell entity
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**Closed:** 2026-05-25
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@ -1806,7 +1806,7 @@ public sealed class GameWindow : IDisposable
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// _heightTable and _blendCtx are read-only after initialization.
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// lb.Heightmap is the pre-loaded LandBlock; no dat read needed here.
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return AcDream.Core.Terrain.LandblockMesh.Build(
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache, lb.BuildingTerrainCells);
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache);
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});
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_streamer.Start();
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@ -5145,8 +5145,7 @@ public sealed class GameWindow : IDisposable
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return new AcDream.Core.World.LoadedLandblock(
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baseLoaded.LandblockId,
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baseLoaded.Heightmap,
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merged,
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baseLoaded.BuildingTerrainCells);
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merged);
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}
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/// <summary>
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@ -8803,7 +8802,7 @@ public sealed class GameWindow : IDisposable
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uint lbX = (id >> 24) & 0xFFu;
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uint lbY = (id >> 16) & 0xFFu;
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return AcDream.Core.Terrain.LandblockMesh.Build(
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache, lb.BuildingTerrainCells);
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache);
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});
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_streamer.Start();
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@ -176,8 +176,7 @@ public sealed class GpuWorldState
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landblock = new LoadedLandblock(
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landblock.LandblockId,
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landblock.Heightmap,
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merged,
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landblock.BuildingTerrainCells);
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merged);
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_pendingByLandblock.Remove(landblock.LandblockId);
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}
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@ -239,8 +238,7 @@ public sealed class GpuWorldState
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_loaded[kvp.Key] = new LoadedLandblock(
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kvp.Value.LandblockId,
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kvp.Value.Heightmap,
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newList,
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kvp.Value.BuildingTerrainCells);
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newList);
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// Add to new (via AppendLiveEntity which handles pending)
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AppendLiveEntity(newCanonicalLb, entity);
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@ -341,7 +339,7 @@ public sealed class GpuWorldState
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foreach (var e in lb.Entities)
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if (e.ServerGuid != serverGuid) newList.Add(e);
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_loaded[kvp.Key] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newList, lb.BuildingTerrainCells);
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_loaded[kvp.Key] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newList);
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rebuiltLoaded = true;
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}
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@ -398,8 +396,7 @@ public sealed class GpuWorldState
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_loaded[canonicalLandblockId] = new LoadedLandblock(
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lb.LandblockId,
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lb.Heightmap,
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newEntities,
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lb.BuildingTerrainCells);
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newEntities);
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RebuildFlatView();
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return;
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}
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@ -463,8 +460,7 @@ public sealed class GpuWorldState
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_loaded[canonical] = new LoadedLandblock(
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lb.LandblockId,
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lb.Heightmap,
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System.Array.Empty<WorldEntity>(),
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lb.BuildingTerrainCells);
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System.Array.Empty<WorldEntity>());
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_pendingByLandblock.Remove(canonical);
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RebuildFlatView();
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}
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@ -500,7 +496,7 @@ public sealed class GpuWorldState
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var merged = new List<WorldEntity>(lb.Entities.Count + entities.Count);
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merged.AddRange(lb.Entities);
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merged.AddRange(entities);
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_loaded[canonical] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, merged, lb.BuildingTerrainCells);
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_loaded[canonical] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, merged);
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if (_wbSpawnAdapter is not null)
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_wbSpawnAdapter.OnLandblockLoaded(_loaded[canonical]);
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@ -231,8 +231,7 @@ public sealed class LandblockStreamer : IDisposable
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lb = new LoadedLandblock(
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lb.LandblockId,
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lb.Heightmap,
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System.Array.Empty<AcDream.Core.World.WorldEntity>(),
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lb.BuildingTerrainCells);
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System.Array.Empty<AcDream.Core.World.WorldEntity>());
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}
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_outbox.Writer.TryWrite(new LandblockStreamResult.Loaded(
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load.LandblockId, tier, lb, mesh));
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/// <param name="heightTable">Region.LandDefs.LandHeightTable — 256 float heights.</param>
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/// <param name="ctx">TerrainAtlas-derived blending inputs.</param>
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/// <param name="surfaceCache">Shared SurfaceInfo cache keyed by palette code.</param>
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/// <param name="hiddenTerrainCells">Optional cell indices (cy * 8 + cx) to draw as zero-area triangles.</param>
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public static LandblockMeshData Build(
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LandBlock block,
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uint landblockX,
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uint landblockY,
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float[] heightTable,
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TerrainBlendingContext ctx,
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System.Collections.Generic.IDictionary<uint, SurfaceInfo> surfaceCache,
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System.Collections.Generic.IReadOnlySet<int>? hiddenTerrainCells = null)
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System.Collections.Generic.IDictionary<uint, SurfaceInfo> surfaceCache)
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{
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ArgumentNullException.ThrowIfNull(block);
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ArgumentNullException.ThrowIfNull(heightTable);
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}
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}
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// Indices are trivial 0..383 since we don't deduplicate verts. When
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// a building owns an outdoor terrain cell, keep the fixed 384-index
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// contract but collapse its two triangles so the building/stair mesh
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// can visually own the hole.
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// Indices are trivial 0..383 since we don't deduplicate verts.
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for (uint i = 0; i < VerticesPerLandblock; i++)
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{
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int cellIdx = (int)i / VerticesPerCell;
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if (hiddenTerrainCells is not null && hiddenTerrainCells.Contains(cellIdx))
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{
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indices[i] = (uint)(cellIdx * VerticesPerCell);
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continue;
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}
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indices[i] = i;
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}
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return new LandblockMeshData(vertices, indices);
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}
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@ -23,30 +23,8 @@ public static class LandblockLoader
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var entities = info is null
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? Array.Empty<WorldEntity>()
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: BuildEntitiesFromInfo(info, landblockId);
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var buildingTerrainCells = info is null
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? null
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: BuildBuildingTerrainCells(info);
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return new LoadedLandblock(landblockId, block, entities, buildingTerrainCells);
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}
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/// <summary>
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/// Map LandBlockInfo.Buildings to 8x8 terrain mesh cells (cy * 8 + cx).
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/// Retail attaches each CBuildingObj to its outside landcell during
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/// CLandBlock::init_buildings; keep this signal separate from stabs so
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/// ordinary static props do not punch holes in terrain.
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/// </summary>
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public static IReadOnlySet<int> BuildBuildingTerrainCells(LandBlockInfo info)
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{
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var result = new HashSet<int>();
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foreach (var building in info.Buildings)
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{
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int cx = Math.Clamp((int)(building.Frame.Origin.X / 24f), 0, 7);
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int cy = Math.Clamp((int)(building.Frame.Origin.Y / 24f), 0, 7);
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result.Add(cy * 8 + cx);
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}
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return result;
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return new LoadedLandblock(landblockId, block, entities);
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}
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/// <summary>
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@ -5,5 +5,4 @@ namespace AcDream.Core.World;
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public sealed record LoadedLandblock(
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uint LandblockId,
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LandBlock Heightmap,
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IReadOnlyList<WorldEntity> Entities,
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IReadOnlySet<int>? BuildingTerrainCells = null);
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IReadOnlyList<WorldEntity> Entities);
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Assert.Equal(128 * 3, mesh.Indices.Length);
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}
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[Fact]
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public void Build_HiddenTerrainCell_PreservesCountsAndDegeneratesOnlyThatCell()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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int hiddenCell = (3 * LandblockMesh.CellsPerSide) + 5;
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var mesh = LandblockMesh.Build(
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block,
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0,
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0,
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IdentityHeightTable,
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MakeContext(),
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cache,
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new HashSet<int> { hiddenCell });
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Assert.Equal(LandblockMesh.VerticesPerLandblock, mesh.Vertices.Length);
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Assert.Equal(LandblockMesh.VerticesPerLandblock, mesh.Indices.Length);
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int hiddenBase = hiddenCell * LandblockMesh.VerticesPerCell;
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for (int i = 0; i < LandblockMesh.VerticesPerCell; i++)
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Assert.Equal((uint)hiddenBase, mesh.Indices[hiddenBase + i]);
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int visibleCell = hiddenCell + 1;
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int visibleBase = visibleCell * LandblockMesh.VerticesPerCell;
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for (int i = 0; i < LandblockMesh.VerticesPerCell; i++)
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Assert.Equal((uint)(visibleBase + i), mesh.Indices[visibleBase + i]);
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}
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[Fact]
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public void Build_Vertices_CoverExactly192x192WorldUnits()
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{
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@ -117,35 +117,6 @@ public class LandblockLoaderTests
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Assert.Empty(entities);
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}
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[Fact]
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public void BuildBuildingTerrainCells_UsesBuildingsOnlyAndMapsToMeshCellIndex()
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{
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab
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{
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Id = 0x02000001u,
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Frame = new Frame { Origin = new Vector3(120, 72, 0) },
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},
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},
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Buildings =
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{
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new BuildingInfo
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{
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ModelId = 0x020000AAu,
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Frame = new Frame { Origin = new Vector3(141.5f, 7.2f, 94f) },
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},
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},
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};
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var cells = LandblockLoader.BuildBuildingTerrainCells(info);
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Assert.Single(cells);
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Assert.Contains(5, cells); // cy=0, cx=5 => mesh index cy * 8 + cx.
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}
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[Fact]
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public void BuildEntitiesFromInfo_WithLandblockId_NamespacesIdsForGlobalUniqueness()
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{
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