fix(render): close #52 — lifestone visible (alpha-test + cull + uDrawIDOffset)
Three root causes regressed the Holtburg lifestone since the WB rendering migration (Phase N.5 retirement amendment, commitdcae2b6, 2026-05-08). All confirmed via temporary [LIFESTONE-DIAG] instrumentation and visually verified by the user through the +Acdream test character. 1. **Alpha-test discard** in mesh_modern.frag transparent pass killed high-α pixels of dat-flagged transparent surfaces. Native AC transparent surfaces routinely include effectively-opaque pixels — e.g. the lifestone crystal core (surface 0x080011DE) — that compose correctly under (SrcAlpha, 1-SrcAlpha) blending. The original N.5 §2 rationale ("high-α belongs in opaque pass") doesn't hold for surfaces flagged transparent at the dat level: those pixels can't reach the opaque pass at all. Fix: remove `α >= 0.95 discard` from the transparent pass, keep `α < 0.05 discard` as a fragment-cost optimization (skip totally-empty pixels). 2. **Cull state** for the transparent pass was unset by WbDrawDispatcher after the N.5 retirement amendment deleted StaticMeshRenderer.cs (which had the Phase 9.2 setup at commit6f1971a, 2026-04-11). Closed-shell translucents — lifestone crystal, glow gems — need GL_CULL_FACE + GL_BACK + GL_CCW in the transparent pass; otherwise back faces composite over front faces in iteration order under DepthMask(false). Fix: re-establish Phase 9.2's exact GL state setup at the top of Phase 8. 3. **uDrawIDOffset uniform** was missing from mesh_modern.vert. gl_DrawIDARB resets to 0 at the start of each glMultiDrawElementsIndirect call, so the transparent pass — which begins later in the indirect buffer — was fetching Batches[0..transparentCount) instead of its actual section at Batches[opaqueCount..end). The lifestone crystal ended up reading the FIRST OPAQUE batch's TextureHandle every frame; as the camera moved and the front-to-back opaque sort reordered which group landed at BatchData[0], the crystal's apparent texture flickered to whatever sat first — typically the player character's body parts. Fix: add `uniform int uDrawIDOffset` to the vertex shader, change Batches[gl_DrawIDARB] → Batches[uDrawIDOffset + gl_DrawIDARB], and set the uniform per-pass in WbDrawDispatcher (0 for opaque, _opaqueDrawCount for transparent). Mirrors WorldBuilder's BaseObjectRenderManager.cs line 845. Tests: 1688/1696 passing (8 pre-existing physics/input failures unchanged). N.5b conformance sentinel 94/94 clean. Visual: Holtburg lifestone now renders with the spinning blue crystal correctly composed over the pedestal. Other transparent content (glass, particle effects, NPC clothing) is unaffected — the same uniform fix applies globally and is correct for all transparent draws. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3 changed files with 69 additions and 3 deletions
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@ -86,8 +86,24 @@ void main() {
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if (uRenderPass == 0) {
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if (uRenderPass == 0) {
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if (color.a < 0.05) discard; // opaque pass — kill truly empty only (A2C)
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if (color.a < 0.05) discard; // opaque pass — kill truly empty only (A2C)
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} else {
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} else {
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if (color.a >= 0.95) discard; // transparent pass
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// Transparent pass.
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if (color.a < 0.05) discard; // skip totally-empty
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//
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// Phase Post-A.5 (ISSUE #52, 2026-05-10): do NOT discard α≥0.95 here.
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// Native AC transparent-flagged surfaces routinely include
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// effectively-opaque pixels — e.g. the Holtburg lifestone crystal core
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// (surface 0x080011DE) which the spawn manifest classifies as
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// transparent (batch.IsTransparent=True) but whose decoded texture
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// alpha lands ≥0.95 across the visible surface. Those pixels still
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// compose correctly under (SrcAlpha, 1-SrcAlpha) alpha-blending, so
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// discarding them here threw away the whole crystal. The original
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// N.5 §2 rationale (high-α fragments belong in the opaque pass) does
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// not apply when the SURFACE is dat-flagged transparent — those
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// pixels can't reach the opaque pass at all.
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//
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// Keep the α<0.05 short-circuit as a fragment-cost optimization
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// (skip fully-empty pixels — saves blend bandwidth on alpha-keyed
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// sprites with large transparent margins).
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if (color.a < 0.05) discard;
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}
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}
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vec3 N = normalize(vNormal);
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vec3 N = normalize(vNormal);
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@ -39,6 +39,21 @@ layout(std430, binding = 1) readonly buffer BatchBuffer {
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uniform mat4 uViewProjection;
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uniform mat4 uViewProjection;
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// Phase Post-A.5 (ISSUE #52, 2026-05-10): per-pass offset into Batches[].
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// gl_DrawIDARB resets to 0 at the start of each glMultiDrawElementsIndirect
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// call, so the transparent pass — which begins later in the indirect buffer
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// — was fetching Batches[0..transparentCount) instead of its actual section
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// at Batches[opaqueCount..end). The lifestone crystal (a transparent draw)
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// ended up reading the FIRST OPAQUE batch's TextureHandle every frame. As
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// the camera moved and the opaque front-to-back sort reordered which group
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// landed at BatchData[0], the lifestone's apparent texture flickered to
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// whatever was first — frequently the player character's body parts.
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//
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// WbDrawDispatcher.Draw sets this to 0 before the opaque MDI call and to
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// _opaqueDrawCount before the transparent MDI call, matching WorldBuilder's
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// uDrawIDOffset pattern in BaseObjectRenderManager.cs line 845.
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uniform int uDrawIDOffset;
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out vec3 vNormal;
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out vec3 vNormal;
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out vec2 vTexCoord;
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out vec2 vTexCoord;
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out vec3 vWorldPos;
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out vec3 vWorldPos;
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@ -56,7 +71,7 @@ void main() {
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vNormal = normalize(mat3(model) * aNormal);
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vNormal = normalize(mat3(model) * aNormal);
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vTexCoord = aTexCoord;
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vTexCoord = aTexCoord;
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BatchData b = Batches[gl_DrawIDARB];
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BatchData b = Batches[uDrawIDOffset + gl_DrawIDARB];
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vTextureHandle = b.textureHandle;
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vTextureHandle = b.textureHandle;
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vTextureLayer = b.textureLayer;
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vTextureLayer = b.textureLayer;
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}
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}
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@ -544,6 +544,10 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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// (no MSAA) skip the unnecessary GL state change.
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// (no MSAA) skip the unnecessary GL state change.
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if (AlphaToCoverage) _gl.Enable(EnableCap.SampleAlphaToCoverage);
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if (AlphaToCoverage) _gl.Enable(EnableCap.SampleAlphaToCoverage);
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_shader.SetInt("uRenderPass", 0);
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_shader.SetInt("uRenderPass", 0);
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// Phase Post-A.5 (ISSUE #52, 2026-05-10): opaque section of
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// Batches[] starts at index 0. See uDrawIDOffset comment in
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// mesh_modern.vert for why this is needed.
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_shader.SetInt("uDrawIDOffset", 0);
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_gl.BindBuffer(BufferTargetARB.DrawIndirectBuffer, _indirectBuffer);
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_gl.BindBuffer(BufferTargetARB.DrawIndirectBuffer, _indirectBuffer);
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if (diag && _gpuQueriesInitialized) _gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQueryOpaque);
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if (diag && _gpuQueriesInitialized) _gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQueryOpaque);
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_gl.MultiDrawElementsIndirect(
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_gl.MultiDrawElementsIndirect(
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@ -562,6 +566,37 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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_gl.Enable(EnableCap.Blend);
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_gl.Enable(EnableCap.Blend);
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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_gl.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
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_gl.DepthMask(false);
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_gl.DepthMask(false);
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// Phase Post-A.5 (ISSUE #52, 2026-05-10): transparent section of
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// Batches[] starts at index _opaqueDrawCount. Without this offset,
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// each transparent draw reads BatchData[0..transparentCount) — the
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// OPAQUE section — and the lifestone crystal's apparent texture
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// flickers to whatever opaque batch sorted first that frame. See
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// uDrawIDOffset comment in mesh_modern.vert.
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_shader.SetInt("uDrawIDOffset", _opaqueDrawCount);
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// Phase Post-A.5 (ISSUE #52, 2026-05-10): re-establish Phase 9.2's
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// back-face cull setup. The legacy StaticMeshRenderer had this
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// (commit 6f1971a, 2026-04-11) until the N.5 retirement amendment
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// (commit dcae2b6, 2026-05-08) deleted that renderer; the new
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// WbDrawDispatcher never inherited the cull-face state.
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//
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// Closed-shell translucent meshes — lifestone crystal, glow gems,
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// any convex blended mesh — NEED back-face culling in the
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// translucent pass. Without it, back faces composite OVER front
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// faces in arbitrary iteration order, because DepthMask(false)
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// means nothing records depth within the translucent set. The
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// result is the user-visible "one face missing, see into the
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// hollow interior" + frame-to-frame color flicker as rotation
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// shifts the triangle order.
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//
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// Our fan triangulation emits pos-side polygons as (0, i, i+1) —
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// CCW in standard OpenGL conventions — so GL_BACK + CCW-front is
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// the correct state. Matches WorldBuilder's per-batch CullMode
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// handling. Neg-side polygons (rare on translucent AC content)
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// use reversed winding and get culled here, matching the opaque
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// pass and the original Phase 9.2 fix's known limitation.
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_gl.Enable(EnableCap.CullFace);
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_gl.CullFace(TriangleFace.Back);
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_gl.FrontFace(FrontFaceDirection.Ccw);
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_shader.SetInt("uRenderPass", 1);
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_shader.SetInt("uRenderPass", 1);
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if (diag && _gpuQueriesInitialized) _gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQueryTransparent);
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if (diag && _gpuQueriesInitialized) _gl.BeginQuery(QueryTarget.TimeElapsed, _gpuQueryTransparent);
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_gl.MultiDrawElementsIndirect(
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_gl.MultiDrawElementsIndirect(
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