feat(render): R-A2 — per-building floods (the flap fix)
Replace the outdoor root's single unified reverse-portal flood (whose root-level portal-side test oscillated as the chase eye grazed a doorway — the measured flood 2<->6) with retail's per-building floods. - OutdoorCellNode.Build(uint): portal-less land root; floods only itself -> full-screen OutsideView -> terrain (PortalVisibilityBuilder IsOutdoorNode seed). - PortalVisibilityBuilder.ConstructViewBuilding: per-building flood seeded at a building's own finite entrance (retail ConstructView(CBldPortal) 0x5a59a0 via DrawPortal 0x5a5ab0 / portal_draw_portals_only 0x53d870). Entrance-bounded -> consistent ~2-cell depth (measured retail cell_draw_num, handoff OPTION-A 3.4). - RetailPViewRenderer.DrawInside: when the root is the outdoor node, group nearby cells by BuildingId and merge each per-building flood into the frame before assembly; existing shells/object-list draw path unchanged. 48 m seed cutoff. - GameWindow: pass flat NearbyBuildingCells only on outdoor-node frames. Tests: +3 PortalVisibilityRobustnessTests (per-building touches ~2 cells, membership stable under the measured 36 um eye jitter). UnifiedFloodTests retired (its subject, the unified flood from the outdoor node, is removed); surviving full-screen-OutsideView coverage moved to OutdoorCellNodeTests. App Rendering 207/207, Core movement 14/14. Conformance-verified sound; the grazing-doorway flap is the visual acceptance test. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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8 changed files with 251 additions and 198 deletions
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@ -7374,10 +7374,10 @@ public sealed class GameWindow : IDisposable
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foreach (var onCell in _cellVisibility.GetCellsForLandblock(onLb))
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_outdoorNodeBuildingCells.Add(onCell);
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}
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_outdoorNode = AcDream.App.Rendering.OutdoorCellNode.Build(viewerCellId, _outdoorNodeBuildingCells);
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_outdoorNode = AcDream.App.Rendering.OutdoorCellNode.Build(viewerCellId);
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if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled)
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Console.WriteLine(System.FormattableString.Invariant(
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$"[outdoor-node] cell=0x{viewerCellId:X8} nearbyCells={_outdoorNodeBuildingCells.Count} portals={_outdoorNode.Portals.Count}"));
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$"[outdoor-node] cell=0x{viewerCellId:X8} nearbyCells={_outdoorNodeBuildingCells.Count} (R-A2 per-building floods)"));
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}
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uint playerCellId = _physicsEngine.DataCache?.CellGraph.CurrCell?.Id ?? 0u;
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@ -7503,6 +7503,10 @@ public sealed class GameWindow : IDisposable
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var pviewResult = _retailPViewRenderer.DrawInside(new AcDream.App.Rendering.RetailPViewDrawContext
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{
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RootCell = clipRoot,
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// R-A2: outdoor root floods each nearby building per-building (not via the root). The
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// gather above populates _outdoorNodeBuildingCells only on outdoor-node frames, so it
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// is fresh here exactly when clipRoot.IsOutdoorNode; null for interior roots.
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NearbyBuildingCells = clipRoot.IsOutdoorNode ? _outdoorNodeBuildingCells : null,
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ViewerEyePos = viewerEyePos,
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ViewProjection = envCellViewProj,
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CellLookup = id => _cellVisibility.TryGetCell(id, out var c) ? c : null,
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