feat(render): Phase A8 — WbDrawDispatcher.EntitySet partition
Adds EntitySet { All, IndoorOnly, OutdoorOnly } and a Draw parameter to
partition the per-entity walk by ParentCellId presence. EntitySet.All
preserves pre-A8 behavior; IndoorOnly drops null-ParentCellId entities;
OutdoorOnly drops ParentCellId.HasValue entities. The visibleCellIds
filter is still applied on top.
Used by Task 7 to split the render frame's single Draw call into two
(indoor stencil-OFF, outdoor stencil-gated).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
a1c393ee14
commit
dcf69a1feb
2 changed files with 170 additions and 3 deletions
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@ -60,6 +60,26 @@ namespace AcDream.App.Rendering.Wb;
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/// </summary>
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public sealed unsafe class WbDrawDispatcher : IDisposable
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{
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/// <summary>
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/// Phase A8 — which subset of entities to walk in a single Draw call.
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/// Used to split indoor entities (drawn first, stencil OFF) from outdoor
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/// entities (drawn after, stencil-gated to portal silhouettes) when the
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/// camera is inside an EnvCell.
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/// </summary>
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public enum EntitySet
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{
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/// <summary>Pre-A8 behavior: every entity walked, gated only by
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/// the existing ParentCellId ∈ visibleCellIds filter.</summary>
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All,
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/// <summary>Only entities with <c>ParentCellId.HasValue</c> (indoor).
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/// Existing visibleCellIds filter still applied on top.</summary>
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IndoorOnly,
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/// <summary>Only entities with <c>ParentCellId == null</c> (outdoor
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/// stabs, scenery, live-spawned). visibleCellIds is ignored for
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/// this set since outdoor entities never have a ParentCellId.</summary>
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OutdoorOnly,
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}
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private readonly GL _gl;
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private readonly Shader _shader;
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private readonly TextureCache _textures;
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@ -315,7 +335,8 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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HashSet<uint>? animatedEntityIds,
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List<(WorldEntity Entity, int MeshRefIndex, uint LandblockId)> scratch,
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ref WalkResult result,
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IndoorProbeState? indoorProbeState = null)
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IndoorProbeState? indoorProbeState = null,
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EntitySet set = EntitySet.All)
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{
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scratch.Clear();
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result.EntitiesWalked = 0;
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@ -336,6 +357,9 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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foreach (var animatedId in animatedEntityIds)
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{
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if (!entry.AnimatedById.TryGetValue(animatedId, out var entity)) continue;
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// Phase A8: EntitySet partition for indoor/outdoor split passes.
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if (set == EntitySet.IndoorOnly && !entity.ParentCellId.HasValue) continue;
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if (set == EntitySet.OutdoorOnly && entity.ParentCellId.HasValue) continue;
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if (entity.MeshRefs.Count == 0) continue;
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if (entity.ParentCellId.HasValue && visibleCellIds is not null
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&& !visibleCellIds.Contains(entity.ParentCellId.Value)) continue;
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@ -348,6 +372,9 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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foreach (var entity in entry.Entities)
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{
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// Phase A8: EntitySet partition for indoor/outdoor split passes.
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if (set == EntitySet.IndoorOnly && !entity.ParentCellId.HasValue) continue;
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if (set == EntitySet.OutdoorOnly && entity.ParentCellId.HasValue) continue;
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if (entity.MeshRefs.Count == 0) continue;
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// Detect cell entity for indoor probes — first MeshRef.GfxObjId
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@ -426,7 +453,8 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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FrustumPlanes? frustum = null,
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uint? neverCullLandblockId = null,
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HashSet<uint>? visibleCellIds = null,
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HashSet<uint>? animatedEntityIds = null)
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HashSet<uint>? animatedEntityIds = null,
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EntitySet set = EntitySet.All)
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{
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_shader.Use();
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_indoorProbeFrameCounter++;
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@ -501,7 +529,8 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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animatedEntityIds,
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_walkScratch,
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ref walkResult,
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probeState);
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probeState,
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set);
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// Tier 1 cache (#53) flush-tracking locals. _walkScratch holds one tuple
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// per (entity, MeshRefIndex) and is in entity-order, so all MeshRefs of
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@ -1312,6 +1341,34 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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buf[offset + 12] = m.M41; buf[offset + 13] = m.M42; buf[offset + 14] = m.M43; buf[offset + 15] = m.M44;
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}
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/// <summary>
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/// Phase A8 test helper: runs the EntitySet partition + visibleCellIds
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/// gate against an in-memory entity list, returning the IDs that
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/// survive both filters. Exists so the partition logic is unit-testable
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/// without requiring a GL context or landblock-entries machinery.
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/// </summary>
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public static List<uint> WalkEntitiesForTest(
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IReadOnlyList<AcDream.Core.World.WorldEntity> entities,
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HashSet<uint>? visibleCellIds,
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EntitySet set)
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{
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var output = new List<uint>();
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foreach (var entity in entities)
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{
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if (set == EntitySet.IndoorOnly && !entity.ParentCellId.HasValue) continue;
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if (set == EntitySet.OutdoorOnly && entity.ParentCellId.HasValue) continue;
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if (entity.MeshRefs.Count == 0) continue;
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bool cellInVis = !(entity.ParentCellId.HasValue
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&& visibleCellIds is not null
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&& !visibleCellIds.Contains(entity.ParentCellId.Value));
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if (!cellInVis) continue;
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output.Add(entity.Id);
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}
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return output;
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}
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public void Dispose()
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{
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if (_disposed) return;
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@ -0,0 +1,110 @@
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// Phase A8 — verify the WbDrawDispatcher EntitySet partition.
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//
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// The pure-data WalkEntitiesForTest helper iterates a flat entity list and
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// returns the IDs that survive the EntitySet filter + visibleCellIds gate.
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// EntitySet.IndoorOnly should include only entities with ParentCellId,
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// EntitySet.OutdoorOnly only entities with null ParentCellId, and
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// EntitySet.All (the default) should match the pre-A8 behavior.
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.Rendering.Wb;
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public class WbDrawDispatcherEntitySetTests
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{
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private static WorldEntity Indoor(uint id, uint cellId) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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ParentCellId = cellId,
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MeshRefs = new List<AcDream.Core.World.MeshRef>
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{
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new() { GfxObjId = 0x01000001u },
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},
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Position = Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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};
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private static WorldEntity Outdoor(uint id) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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ParentCellId = null,
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MeshRefs = new List<AcDream.Core.World.MeshRef>
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{
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new() { GfxObjId = 0x01000001u },
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},
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Position = Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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};
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[Fact]
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public void EntitySet_IndoorOnly_DropsOutdoorEntities()
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{
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var entities = new List<WorldEntity>
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{
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Indoor(0x10000001, 0xA9B40143),
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Outdoor(0x10000002),
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Indoor(0x10000003, 0xA9B40144),
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};
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var visible = new HashSet<uint> { 0xA9B40143u, 0xA9B40144u };
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities,
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visibleCellIds: visible,
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set: WbDrawDispatcher.EntitySet.IndoorOnly);
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Assert.Equal(2, result.Count);
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Assert.Contains(0x10000001u, result);
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Assert.Contains(0x10000003u, result);
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Assert.DoesNotContain(0x10000002u, result);
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}
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[Fact]
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public void EntitySet_OutdoorOnly_KeepsOnlyNullParentCellId()
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{
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var entities = new List<WorldEntity>
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{
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Indoor(0x10000001, 0xA9B40143),
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Outdoor(0x10000002),
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Outdoor(0x10000003),
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};
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities,
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visibleCellIds: null,
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set: WbDrawDispatcher.EntitySet.OutdoorOnly);
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Assert.Equal(2, result.Count);
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Assert.Contains(0x10000002u, result);
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Assert.Contains(0x10000003u, result);
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Assert.DoesNotContain(0x10000001u, result);
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}
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[Fact]
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public void EntitySet_All_MatchesPreA8Behavior()
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{
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var entities = new List<WorldEntity>
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{
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Indoor(0x10000001, 0xA9B40143),
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Outdoor(0x10000002),
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Indoor(0x10000003, 0xA9B40999), // not in visibleCellIds
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};
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var visible = new HashSet<uint> { 0xA9B40143u };
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities,
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visibleCellIds: visible,
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set: WbDrawDispatcher.EntitySet.All);
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// Pre-A8: visibleCellIds gates indoor entities, outdoor entities pass.
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Assert.Equal(2, result.Count);
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Assert.Contains(0x10000001u, result);
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Assert.Contains(0x10000002u, result);
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Assert.DoesNotContain(0x10000003u, result);
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}
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}
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