feat(world): port retail portal-space viewport
Replace the opaque teleport cover with the DAT-authored CreatureMode tunnel, exact retail camera/light/animation timing and easing, and animation-hook audio routing. Compose portal and fade passes below retained UI so gameplay windows and input remain active through F751 travel. Co-authored-by: OpenAI Codex <codex@openai.com>
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14 changed files with 983 additions and 45 deletions
363
src/AcDream.App/Rendering/PortalTunnelPresentation.cs
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363
src/AcDream.App/Rendering/PortalTunnelPresentation.cs
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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using AcDream.App.UI;
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using AcDream.Content.Vfx;
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using AcDream.Core.Lighting;
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using AcDream.Core.Meshing;
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using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using AcDream.Core.World;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using Silk.NET.OpenGL;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// The retail portal-space CreatureMode scene owned by
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/// <c>gmSmartBoxUI</c> (<c>PostInit 0x004D6B60</c>,
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/// <c>UseTime 0x004D6E30</c>). It is a synthetic DAT Setup animated at
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/// 40 frames/second and drawn as a replacement 3-D viewport beneath the
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/// retained gameplay UI.
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/// </summary>
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public sealed class PortalTunnelPresentation : IDisposable
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{
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public const uint SetupClientEnum = 0x10000001u;
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public const uint AnimationClientEnum = 0x10000002u;
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public const uint ClientEnumCategory = 7u;
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private const uint SyntheticEntityId = 0xFFFF_FF01u;
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private const uint SyntheticLandblockId = 0u;
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private const float RotationDurationMin = 0.6f;
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private const float RotationDurationMax = 1.8f;
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private static readonly HashSet<uint> AnimatedIds = new() { SyntheticEntityId };
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private readonly GL _gl;
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private readonly WbDrawDispatcher _dispatcher;
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private readonly SceneLightingUboBinding _lightUbo;
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private readonly IWbMeshAdapter _meshAdapter;
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private readonly Setup _setup;
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private readonly uint _setupDid;
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private readonly uint _animationDid;
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private readonly CSequence _sequence;
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private readonly PortalAnimationHookQueue _animationHooks;
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private readonly WorldEntity _entity;
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private readonly PortalTunnelCamera _camera = new();
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private readonly Random _random;
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private readonly Action<string>? _displayNotice;
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private readonly uint[] _registeredGfxObjects;
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private bool _visible;
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private double _rotationElapsed;
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private double _rotationDuration;
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private float _rotationStartAngle;
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private float _rotationEndAngle;
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private float _rotationCurrentAngle;
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private bool _disposed;
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private PortalTunnelPresentation(
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GL gl,
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WbDrawDispatcher dispatcher,
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SceneLightingUboBinding lightUbo,
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IWbMeshAdapter meshAdapter,
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Setup setup,
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uint setupDid,
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uint animationDid,
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IAnimationLoader animationLoader,
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IAnimationHookSink hookSink,
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Random random,
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Action<string>? displayNotice)
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{
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_gl = gl;
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_dispatcher = dispatcher;
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_lightUbo = lightUbo;
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_meshAdapter = meshAdapter;
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_setup = setup;
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_setupDid = setupDid;
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_animationDid = animationDid;
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_sequence = new CSequence(animationLoader);
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_animationHooks = new PortalAnimationHookQueue(hookSink, SyntheticEntityId);
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_sequence.HookObj = _animationHooks;
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_random = random;
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_displayNotice = displayNotice;
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_entity = new WorldEntity
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{
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Id = SyntheticEntityId,
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SourceGfxObjOrSetupId = setupDid,
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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MeshRefs = SetupMesh.Flatten(setup),
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};
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_registeredGfxObjects = setup.Parts
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.Select(part => (uint)part)
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.Where(id => id != 0u)
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.Distinct()
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.ToArray();
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foreach (uint gfxObjId in _registeredGfxObjects)
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_meshAdapter.IncrementRefCount(gfxObjId);
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}
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/// <summary>
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/// Resolve retail's enum-mapped portal Setup and animation through the
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/// installed DATs. Missing assets fail closed with an actionable message;
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/// no substitute tunnel is fabricated.
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/// </summary>
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public static PortalTunnelPresentation? TryCreate(
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GL gl,
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DatCollection dats,
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IAnimationLoader animationLoader,
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IAnimationHookSink hookSink,
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WbDrawDispatcher dispatcher,
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SceneLightingUboBinding lightUbo,
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IWbMeshAdapter meshAdapter,
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Action<string>? displayNotice = null,
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Random? random = null)
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{
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ArgumentNullException.ThrowIfNull(gl);
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ArgumentNullException.ThrowIfNull(dats);
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ArgumentNullException.ThrowIfNull(animationLoader);
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ArgumentNullException.ThrowIfNull(hookSink);
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ArgumentNullException.ThrowIfNull(dispatcher);
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ArgumentNullException.ThrowIfNull(lightUbo);
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ArgumentNullException.ThrowIfNull(meshAdapter);
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uint setupDid = RetailDataIdResolver.Resolve(dats, SetupClientEnum, ClientEnumCategory);
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uint animationDid = RetailDataIdResolver.Resolve(dats, AnimationClientEnum, ClientEnumCategory);
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Setup? setup = setupDid == 0u ? null : dats.Get<Setup>(setupDid);
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Animation? animation = animationDid == 0u
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? null
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: animationLoader.LoadAnimation(animationDid);
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if (setup is null || animation is null)
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{
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Console.Error.WriteLine(
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"[portal-space] retail DAT assets unavailable: "
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+ $"setup=0x{setupDid:X8} ({(setup is null ? "missing" : "ok")}), "
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+ $"animation=0x{animationDid:X8} ({(animation is null ? "missing" : "ok")})");
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return null;
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}
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return new PortalTunnelPresentation(
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gl,
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dispatcher,
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lightUbo,
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meshAdapter,
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setup,
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setupDid,
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animationDid,
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animationLoader,
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hookSink,
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random ?? Random.Shared,
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displayNotice);
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}
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public bool IsVisible => _visible;
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public int CurrentAnimationFrame => _sequence.GetCurrFrameNumber();
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public uint SetupDid => _setupDid;
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public uint AnimationDid => _animationDid;
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/// <summary>
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/// Retail <c>set_sequence_animation(anim, clear=1, low=1, fps=40)</c>
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/// on the edge where portal space becomes visible.
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/// </summary>
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public void Enter()
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{
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ThrowIfDisposed();
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_animationHooks.Clear();
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_sequence.ClearAnimations();
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_sequence.AppendAnimation(new AnimData
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{
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AnimId = (QualifiedDataId<Animation>)_animationDid,
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LowFrame = 1,
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HighFrame = -1,
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Framerate = TeleportAnimSequencer.TunnelFramesPerSecond,
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});
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_rotationElapsed = 0.0;
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_rotationDuration = 0.0;
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_rotationStartAngle = 0f;
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_rotationEndAngle = 0f;
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_rotationCurrentAngle = 0f;
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_camera.DirectionDegrees = 0f;
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_visible = true;
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RebuildPose();
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}
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/// <summary>Hide the CreatureMode viewport and clear its sequence.</summary>
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public void Exit()
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{
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if (_disposed)
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return;
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_visible = false;
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_animationHooks.Clear();
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_sequence.ClearAnimations();
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}
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public void Tick(float dt)
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{
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if (!_visible || dt < 0f)
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return;
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_sequence.Update(dt, frame: null);
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RebuildPose();
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_animationHooks.Drain(Vector3.Zero);
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TickRotation(dt);
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}
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/// <summary>
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/// Replace the already-rendered world viewport with retail portal space.
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/// The caller then draws the fade and retained UI above this pass.
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/// </summary>
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public void Draw(int width, int height, Matrix4x4 smartBoxProjection)
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{
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if (!_visible || width <= 0 || height <= 0 || _entity.MeshRefs.Count == 0)
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return;
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_camera.Aspect = width / (float)height;
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_camera.UseSmartBoxFov(smartBoxProjection);
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using var scope = new GLStateScope(_gl);
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_gl.Viewport(0, 0, (uint)width, (uint)height);
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_gl.Disable(EnableCap.ScissorTest);
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_gl.ClearColor(0f, 0f, 0f, 1f);
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_gl.ClearDepth(1.0);
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_gl.DepthMask(true);
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_gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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_gl.Enable(EnableCap.DepthTest);
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_gl.DepthFunc(DepthFunction.Less);
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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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_gl.Disable(EnableCap.Blend);
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UploadRetailLight();
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// The dispatcher is shared with the world pass. Portal space is its
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// own CreatureMode scene: it has no world-cell clip routing and no
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// world point lights, only the distant light installed above.
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_dispatcher.ClearClipRouting();
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_dispatcher.SetSceneLights(null);
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var entries = new (uint, Vector3, Vector3, IReadOnlyList<WorldEntity>, IReadOnlyDictionary<uint, WorldEntity>?)[]
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{
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(SyntheticLandblockId,
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new Vector3(-16f, -16f, -16f),
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new Vector3(16f, 16f, 16f),
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new WorldEntity[] { _entity },
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null),
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};
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_dispatcher.Draw(
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_camera,
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entries,
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frustum: null,
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neverCullLandblockId: SyntheticLandblockId,
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visibleCellIds: null,
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animatedEntityIds: AnimatedIds);
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}
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private void TickRotation(float dt)
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{
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_rotationElapsed += dt;
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if (_rotationElapsed >= _rotationDuration)
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{
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_rotationCurrentAngle = _rotationEndAngle;
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_rotationElapsed = 0.0;
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_rotationDuration = NextDouble(RotationDurationMin, RotationDurationMax);
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_rotationStartAngle = _rotationCurrentAngle;
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_rotationEndAngle = (float)NextDouble(0.0, 360.0);
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_displayNotice?.Invoke("In Portal Space - Please Wait...");
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}
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else
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{
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float t = _rotationDuration <= 0.0
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? 1f
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: (float)(_rotationElapsed / _rotationDuration);
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float level = TeleportAnimSequencer.GetRetailAnimationLevel(t) / 1024f;
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_rotationCurrentAngle = _rotationStartAngle
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+ ((_rotationEndAngle - _rotationStartAngle) * level);
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}
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_camera.DirectionDegrees = _rotationCurrentAngle;
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}
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private double NextDouble(double min, double max) => min + (_random.NextDouble() * (max - min));
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private void RebuildPose()
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{
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AnimationFrame? frame = _sequence.GetCurrAnimframe();
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_entity.MeshRefs = SetupMesh.Flatten(_setup, frame);
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}
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private void UploadRetailLight()
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{
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Vector3 direction = Vector3.Normalize(new Vector3(0.3f, -1.9f, 0.65f));
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_lightUbo.Upload(new SceneLightingUbo
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{
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Light0 = new UboLight
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{
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PosAndKind = Vector4.Zero,
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DirAndRange = new Vector4(direction, 1e9f),
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ColorAndIntensity = new Vector4(1f, 1f, 1f, 2f),
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ConeAngleEtc = Vector4.Zero,
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},
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CellAmbient = new Vector4(0.3f, 0.3f, 0.3f, 1f),
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FogParams = new Vector4(1e9f, 1e9f, 0f, 0f),
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FogColor = Vector4.Zero,
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CameraAndTime = new Vector4(PortalTunnelCamera.RetailEye, 0f),
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});
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}
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private void ThrowIfDisposed() => ObjectDisposedException.ThrowIf(_disposed, this);
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/// <summary>
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/// Retail stages animation hooks while advancing the sequence, then drains
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/// them after the object's current pose has been committed. Portal space
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/// has no live-world record, so it owns this small equivalent queue and
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/// forwards its DAT-authored hooks through the shared hook router.
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/// </summary>
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private sealed class PortalAnimationHookQueue : IAnimHookQueue
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{
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private readonly IAnimationHookSink _sink;
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private readonly uint _ownerId;
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private readonly List<AnimationHook> _pending = new();
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public PortalAnimationHookQueue(IAnimationHookSink sink, uint ownerId)
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{
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_sink = sink;
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_ownerId = ownerId;
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}
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public void AddAnimHook(AnimationHook hook) => _pending.Add(hook);
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public void AddAnimDoneHook()
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{
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// The tunnel animation is retail's cyclic tail, so AnimDone is
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// not observable during the portal-space presentation.
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}
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public void Drain(Vector3 worldPosition)
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{
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for (int i = 0; i < _pending.Count; i++)
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_sink.OnHook(_ownerId, worldPosition, _pending[i]);
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_pending.Clear();
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}
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public void Clear() => _pending.Clear();
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}
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public void Dispose()
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{
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if (_disposed)
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return;
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Exit();
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_animationHooks.Clear();
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foreach (uint gfxObjId in _registeredGfxObjects)
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_meshAdapter.DecrementRefCount(gfxObjId);
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_disposed = true;
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}
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}
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