chore(render): Phase A8.F — strip ACDREAM_A8_DIAG_* step-disable flags (keep PROBE_VIS)
Task 0 baseline cleanup. Removes the temporary A8 step-disable diag toggles (A8Diag* properties + ACDREAM_A8_DIAG_* env reads) that the A8 batch left behind in RuntimeOptions, and unwraps their guards in GameWindow.RenderInsideOutAcdream so every guarded draw (Step 2 punch, Step 3 EnvCell-opaque + IndoorPass, Step 4 terrain + outdoor scenery, portal depth-clamp) now runs unconditionally. RuntimeOptionsTests drops the matching assertions. The ACDREAM_PROBE_VIS apparatus (EmitDrawOrderProbe / EmitStencilProbe / EmitBuildingsProbe / EmitEnvCellProbe) is preserved untouched. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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3 changed files with 22 additions and 91 deletions
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@ -11026,13 +11026,6 @@ public sealed class GameWindow : IDisposable
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EmitBuildingsProbe(visibilityCellId: cameraCell.CellId, camBuildings, otherBuildings);
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bool diagDisableStep4Terrain = _options.A8DiagDisableInsideStep4Terrain;
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bool diagDisableStep4Outdoor = _options.A8DiagDisableInsideStep4Outdoor;
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bool diagDisableStep3EnvCellOpaque = _options.A8DiagDisableInsideStep3EnvCellOpaque;
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bool diagDisableStep3IndoorPass = _options.A8DiagDisableInsideStep3IndoorPass;
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bool diagDisableStep2Punch = _options.A8DiagDisableInsideStep2Punch;
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bool diagDisablePortalDepthClamp = _options.A8DiagDisablePortalDepthClamp;
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var visiblePortalCells = new System.Collections.Generic.List<AcDream.App.Rendering.LoadedCell>();
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if (visibleCellIds is not null)
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{
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@ -11073,23 +11066,20 @@ public sealed class GameWindow : IDisposable
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_indoorStencilPipeline!.DrawUploadedPortalMesh(
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viewProj,
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writeFarDepth: false,
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enableDepthClamp: !diagDisablePortalDepthClamp);
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enableDepthClamp: true);
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EmitStencilProbe(op: "mark-visible");
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if (!diagDisableStep2Punch)
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{
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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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// 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: !diagDisablePortalDepthClamp);
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EmitStencilProbe(op: "punch-visible");
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}
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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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// Step 3: render the indoor cells visible from the camera cell
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@ -11118,8 +11108,7 @@ public sealed class GameWindow : IDisposable
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foreach (var id in visibleCellIds)
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currentEnvCellIds.Add(id);
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gl.Disable(EnableCap.Blend);
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if (!diagDisableStep3EnvCellOpaque)
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_envCellRenderer!.Render(AcDream.App.Rendering.Wb.WbRenderPass.Opaque, currentEnvCellIds);
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_envCellRenderer!.Render(AcDream.App.Rendering.Wb.WbRenderPass.Opaque, currentEnvCellIds);
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// Transparency pass.
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gl.Enable(EnableCap.Blend);
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@ -11149,7 +11138,7 @@ public sealed class GameWindow : IDisposable
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// current cottage shell occludes any farther geometry. NO stencil: we
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// want the active building shell rendered unconditionally inside the
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// camera-building.
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if (camBuildings.Count > 0 && !diagDisableStep3IndoorPass)
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if (camBuildings.Count > 0)
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{
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_meshShader!.Use();
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_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntriesWithoutAnimatedIndex, frustum,
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@ -11183,28 +11172,18 @@ public sealed class GameWindow : IDisposable
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// convention. Step 4 enables culling before terrain, so temporarily
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// use terrain's own front-face convention or ground disappears through
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// indoor portal silhouettes.
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if (!diagDisableStep4Terrain)
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{
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gl.FrontFace(FrontFaceDirection.Ccw);
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_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
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gl.FrontFace(FrontFaceDirection.CW);
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}
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else
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{
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gl.FrontFace(FrontFaceDirection.CW);
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}
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gl.FrontFace(FrontFaceDirection.Ccw);
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_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
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gl.FrontFace(FrontFaceDirection.CW);
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_meshShader!.Use();
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// Scenery + static objects via dispatcher (WB lines 148-154).
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if (!diagDisableStep4Outdoor)
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{
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_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntriesWithoutAnimatedIndex, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: visibleCellIds, // OK - outdoor cells outside the building
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animatedEntityIds: null,
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set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.OutdoorScenery);
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_a8PerfLastStaticStats = _wbDrawDispatcher.LastDrawStats;
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}
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_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntriesWithoutAnimatedIndex, frustum,
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neverCullLandblockId: playerLb,
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visibleCellIds: visibleCellIds, // OK - outdoor cells outside the building
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animatedEntityIds: null,
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set: AcDream.App.Rendering.Wb.WbDrawDispatcher.EntitySet.OutdoorScenery);
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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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