fix(render): Phase A8 — mark-and-punch BEFORE indoor draw (correct WB order)
Second visual verification surfaced three depth-ordering bugs all from
one cause: the IndoorOnly dispatcher Draw ran BEFORE MarkAndPunch, so
the far-depth punch (gl_FragDepth = 1.0 at stencil=1 portal silhouettes)
overwrote any indoor depth that had been written there. Result:
• Closed doors leaked outside terrain — door mesh wrote depth 0.6 at
the portal silhouette, then the punch overwrote it to 1.0, then
terrain at 0.99 won the depth test.
• Walls between rooms leaked the far-side door/window opening —
same mechanism: wall depth at the far-portal silhouette destroyed
by the punch.
• Animated character body bled to terrain where it overlapped a
portal silhouette on screen — same mechanism: character depth
destroyed by the punch.
Re-reading WB's RenderInsideOut (VisibilityManager.cs:73-239) confirms
the correct order is mark-and-punch FIRST, then indoor cells. Indoor
geometry drawn AFTER the punch wins the depth test against 1.0 and
correctly occludes the subsequent stencil-gated outdoor pass.
The swap is a single block move; MarkAndPunch was already correctly
leaving the GL state stencil-disabled for the indoor pass to follow.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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1 changed files with 21 additions and 6 deletions
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@ -7159,18 +7159,33 @@ public sealed class GameWindow : IDisposable
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if (cameraInsideCell && portalTriCount > 0)
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{
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// WB Step 3: draw indoor entities first, stencil OFF.
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// Indoor entities (cell mesh + cell statics) ALWAYS draw
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// inside the camera-building, regardless of portal coverage.
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// Phase A8 fix (post-visual): the correct WB order is
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// mark-and-punch FIRST, then indoor cells. The far-depth
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// punch overwrites depth at portal silhouettes to 1.0;
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// indoor geometry drawn AFTER the punch wins the depth
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// test (its depth is closer than 1.0) and correctly
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// occludes the subsequent stencil-gated outdoor pass.
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// Drawing indoor first (the old order) had indoor depth
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// destroyed by the punch, so terrain at 0.99 won every
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// stencil-gated pixel: closed doors leaked outside,
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// walls between rooms leaked far-side door openings,
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// and characters bled to terrain at portal overlaps.
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// WB Steps 1+2: mark stencil + punch far depth in portal regions.
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_indoorStencil!.MarkAndPunch(camera.View * camera.Projection);
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// WB Step 3: draw indoor entities second, stencil OFF
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// (MarkAndPunch left the state stencil-disabled). Indoor
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// entities ALWAYS draw inside the camera-building, regardless
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// of portal coverage. Animated entities (player, NPCs) flow
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// through IndoorOnly via the animatedEntityIds override so
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// they're not stencil-gated by the outdoor pass.
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_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: visibility!.VisibleCellIds,
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animatedEntityIds: animatedIds,
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set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.IndoorOnly);
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// WB Steps 1+2: mark stencil + punch far depth in portal regions.
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_indoorStencil!.MarkAndPunch(camera.View * camera.Projection);
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// WB Step 4a: terrain, stencil-gated to portal silhouettes.
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_indoorStencil!.EnableOutdoorPass();
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// Phase N.5b: wrap Draw in CPU stopwatch for [TERRAIN-DIAG] rollup
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