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>
This commit is contained in:
Erik 2026-06-08 18:44:43 +02:00
parent 7fe98098f5
commit c62663d7cb
8 changed files with 251 additions and 198 deletions

View file

@ -24,6 +24,11 @@ public sealed class RetailPViewRenderer
private readonly HashSet<uint> _oneCell = new(1);
private readonly Dictionary<uint, int> _oneCellSlot = new(1);
// R-A2: per-building flood grouping, reused across frames (inner lists cleared each frame).
private readonly Dictionary<uint, List<LoadedCell>> _buildingGroups = new();
private const float OutdoorBuildingSeedDistance = 48f;
public RetailPViewRenderer(
GL gl,
ClipFrame clipFrame,
@ -46,6 +51,15 @@ public sealed class RetailPViewRenderer
ctx.CellLookup,
ctx.ViewProjection);
// R-A2: outdoor root — flood each nearby building SEPARATELY from its own entrance and merge
// the small (~2-cell) per-building views into the frame. Retail reaches building interiors via
// the terrain BSP -> DrawPortal -> ConstructView(CBldPortal) (decomp:326881/433895/433827); the
// land root itself has no portals (it floods nothing into buildings). Per-building seeding is
// robust to the eye's ~36 µm rest jitter where the pre-R-A2 single reverse-portal flood
// oscillated as the chase eye grazed a doorway (the indoor flap).
if (ctx.RootCell.IsOutdoorNode && ctx.NearbyBuildingCells is not null)
MergeNearbyBuildingFloods(ctx, pvFrame);
var clipAssembly = ClipFrameAssembler.Assemble(_clipFrame, pvFrame);
UploadClipFrame(ctx.SetTerrainClipUbo);
@ -85,6 +99,52 @@ public sealed class RetailPViewRenderer
return result;
}
// R-A2: group the nearby building cells by BuildingId and run one per-building flood per group
// (retail's per-building ConstructView(CBldPortal)), merging each small view into the frame. The
// grouping dict is reused across frames; inner lists are cleared each frame so a building that left
// the near set simply contributes an empty (skipped) group.
private void MergeNearbyBuildingFloods(RetailPViewDrawContext ctx, PortalVisibilityFrame pvFrame)
{
foreach (var group in _buildingGroups.Values)
group.Clear();
foreach (var cell in ctx.NearbyBuildingCells!)
{
if (cell.BuildingId is not uint buildingId)
continue; // outdoor surface cells (no building) don't flood
if (!_buildingGroups.TryGetValue(buildingId, out var group))
{
group = new List<LoadedCell>();
_buildingGroups[buildingId] = group;
}
group.Add(cell);
}
foreach (var group in _buildingGroups.Values)
{
if (group.Count == 0)
continue;
var buildingFrame = PortalVisibilityBuilder.ConstructViewBuilding(
group, ctx.ViewerEyePos, ctx.CellLookup, ctx.ViewProjection, OutdoorBuildingSeedDistance);
MergeBuildingFrame(pvFrame, buildingFrame);
}
}
// Append a per-building flood's cells + views into the frame. Each building cell belongs to exactly
// one building, so there is no cross-building overlap; ContainsKey is a safety dedup. OutsideView is
// NOT merged — the outdoor root already seeds full-screen terrain, and ConstructViewBuilding
// (BuildFromExterior) leaves OutsideView empty (it stops at exit portals once inside the building).
private static void MergeBuildingFrame(PortalVisibilityFrame target, PortalVisibilityFrame src)
{
foreach (uint cellId in src.OrderedVisibleCells)
{
if (target.CellViews.ContainsKey(cellId))
continue;
target.CellViews[cellId] = src.CellViews[cellId];
target.OrderedVisibleCells.Add(cellId);
}
}
public RetailPViewFrameResult? DrawPortal(RetailPViewPortalDrawContext ctx)
{
ArgumentNullException.ThrowIfNull(ctx);
@ -310,6 +370,11 @@ public interface IRetailPViewCellDrawContext : IRetailPViewCellDrawCallbacks
public sealed class RetailPViewDrawContext : IRetailPViewCellDrawContext
{
public required LoadedCell RootCell { get; init; }
/// <summary>R-A2: nearby building cells (BuildingId-tagged) flooded per-building when the root is the
/// outdoor node. Null for interior roots. Grouped by BuildingId inside <see cref="DrawInside"/>.</summary>
public IReadOnlyList<LoadedCell>? NearbyBuildingCells { get; init; }
public required Vector3 ViewerEyePos { get; init; }
public required Matrix4x4 ViewProjection { get; init; }
public required Func<uint, LoadedCell?> CellLookup { get; init; }