feat(vfx): Phase C.1 — PES particle renderer + post-review fixes

Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).

Post-review fixes folded into this commit:

H1: AttachLocal (is_parent_local=1) follows live parent each frame.
    ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
    let the owning subsystem refresh AnchorPos every tick — matches
    ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
    parent frame when is_parent_local != 0. Drops the renderer-side
    cameraOffset hack that only worked when the parent was the camera.

H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
    retail-faithful (1 - translucency) opacity formula. The code was
    right; the comment was a leftover from an earlier hypothesis and
    would have invited a wrong "fix".

M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
    and restores them to Repeat at end-of-pass, so non-sky renderers
    that share the GL handle can't silently inherit clamped wrap state.

M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
    weather-flagged AND bit 0x08 is clear, matching retail
    GameSky::UpdatePosition 0x00506dd0. The old code applied it to
    every post-scene object — a no-op today (every Dereth post-scene
    entry happens to be weather-flagged) but a future post-scene-only
    sun rim would have been pushed below the camera.

M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
    handles from the per-entity tracking dictionaries, fixing a slow
    leak where naturally-expired emitters' handles stayed in the
    ConcurrentBag forever during long sessions.

M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
    can't ever overlap the object-index range. Synthetic IDs stay in
    the reserved 0xFxxxxxxx space.

New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
  single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking

dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-28 22:47:11 +02:00
parent 1f82b7604e
commit ec1bbb4f43
28 changed files with 2444 additions and 780 deletions

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# Phase C.1 PES particle pseudocode
Retail sources:
- `docs/research/named-retail/acclient_2013_pseudo_c.txt`
- `ParticleEmitterInfo::{GetRandom*,InitEnd,ShouldEmitParticle,UnPack}`
at `0x005170d0..0x005179f0`
- `ParticleManager::{CreateParticleEmitter,DestroyParticleEmitter,StopParticleEmitter}`
at `0x0051b6c0..0x0051b7a0`
- `Particle::{Update,Init}` and `ParticleEmitter::{EmitParticle,UpdateParticles}`
at `0x0051b863..0x0051d400`
- `PhysicsScript::{UnPack}` at `0x005218b0`
- `CallPESHook::Execute`, `CreateParticleHook::Execute`,
`DestroyParticleHook::Execute`, `StopParticleHook::Execute` at
`0x00529eb0..0x0052a070`
- `GameSky::{Draw,CreateDeletePhysicsObjects}` at
`0x00506ff0..0x005075d0`
- `docs/research/named-retail/acclient.h`
- `EmitterType`, `ParticleType`
- `ParticleEmitterInfo`, `Particle`, `ParticleEmitter`
- `CreateParticleHook`, `CreateBlockingParticleHook`,
`DestroyParticleHook`, `StopParticleHook`, `CallPESHook`
- `CelestialPosition` with `pes_id`
- Cross-checks:
- `references/ACViewer/ACViewer/Physics/Particles/*`
- `references/ACE/Source/ACE.DatLoader/Entity/ParticleEmitterInfo.cs`
- `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ParticleBatcher.cs`
## ParticleEmitterInfo
```text
UnPack(reader):
read id/header
read unknown
read emitter_type
read particle_type
read gfxobj_id
read hw_gfxobj_id
read birthrate
read max_particles
read initial_particles
read total_particles
read total_seconds
read lifespan
read lifespan_rand
read offset_dir, min_offset, max_offset
read A, min_a, max_a
read B, min_b, max_b
read C, min_c, max_c
read start_scale, final_scale, scale_rand
read start_trans, final_trans, trans_rand
read is_parent_local
InitEnd():
sorting_sphere.center = (0, 0, 0)
sorting_sphere.radius = max(max_offset, max_a * lifespan)
RandomScale(base):
value = base + RollDice(-1, 1) * scale_rand
return clamp(value, 0.1, 10.0)
RandomTrans(base):
value = base + RollDice(-1, 1) * trans_rand
return clamp(value, 0.0, 1.0)
RandomLifespan():
value = lifespan + RollDice(-1, 1) * lifespan_rand
return max(value, 0.0)
RandomVector(dir, min, max):
return dir * Random(min, max)
RandomOffset():
v = random vector in [-1, 1]^3
v = v - project(v, offset_dir)
if length(v) is near zero:
v = perpendicular fallback
v = normalize(v)
return v * Random(min_offset, max_offset)
ShouldEmitParticle(emitter):
if total_particles != 0 and emitter.total_emitted >= total_particles:
return false
if emitter.num_particles >= max_particles:
return false
if emitter_type == BirthratePerSec:
return Timer.cur_time - emitter.last_emit_time > birthrate
if emitter_type == BirthratePerMeter:
delta = emitter.last_emit_offset - emitter.current_parent_offset
return dot(delta, delta) > birthrate * birthrate
return false
```
Notes:
- Retail stores `birthrate` as seconds between emissions for
`BirthratePerSec`, not particles per second.
- Retail clamps start/final scale to `[0.1, 10]` and translucency to
`[0, 1]`.
- The named decomp shows final scale/trans add their own base values.
ACE/ACViewer have a few copy-paste mistakes in these helpers; the decomp
wins.
## ParticleManager and emitter lifetime
```text
CreateParticleEmitter(parent, emitter_info_id, part_index, offset, requested_id):
if requested_id != 0:
remove existing emitter with requested_id
info = Dat.Get(ParticleEmitterInfo, emitter_info_id)
emitter = makeParticleEmitter()
emitter.SetInfo(info)
emitter.SetParenting(parent, part_index, offset)
emitter.InitEnd()
emitter.id = requested_id if requested_id != 0 else next_emitter_id++
particle_table.add(emitter.id, emitter)
return emitter.id
DestroyParticleEmitter(id):
remove emitter id from particle_table
StopParticleEmitter(id):
emitter.stopped = true
UpdateParticles():
for each emitter:
keep = emitter.UpdateParticles()
if !keep:
remove emitter
```
`ParticleEmitter::EmitParticle` finds a free/recyclable slot, samples all
random fields from the `ParticleEmitterInfo`, initializes a `Particle`, adds
the particle part, and records `total_emitted`, `last_emit_time`, and
`last_emit_offset`.
`ParticleEmitter::UpdateParticles`:
```text
if drawable/parent is valid:
for each live particle:
parent_frame = parent-local ? current parent frame : particle.start_frame
particle.Update(parent_frame, now, persistent)
if particle.lifetime >= particle.lifespan:
kill particle
while !stopped and info.ShouldEmitParticle(this):
EmitParticle()
if total_seconds != 0 and now - creation_time > total_seconds:
stopped = true
if total_particles != 0 and total_emitted >= total_particles:
stopped = true
return num_particles != 0 || !stopped
```
## Particle integrators
Every particle computes position from age/lifetime, not by accumulating
Euler steps. `parent.origin` below is the parent frame origin chosen by
`is_parent_local`.
```text
age = now - birthtime
Still:
pos = parent.origin + offset
LocalVelocity, GlobalVelocity:
pos = parent.origin + offset + age * A
ParabolicLVGA, ParabolicLVLA, ParabolicGVGA:
pos = parent.origin + offset + age * A + 0.5 * age^2 * B
ParabolicLVGAGR, ParabolicLVLALR, ParabolicGVGAGR:
frame = parent
frame.origin += offset + age * A + 0.5 * age^2 * B
frame.rotate_by(age * C)
pos = frame.origin
Swarm:
pos = parent.origin + offset + age * A
pos.x += cos(age * B.x) * C.x
pos.y += sin(age * B.y) * C.y
pos.z += cos(age * B.z) * C.z
Explode:
pos.x = parent.origin.x + offset.x + (age * B.x + C.x * A.x) * age
pos.y = parent.origin.y + offset.y + (age * B.y + C.y * A.x) * age
pos.z = parent.origin.z + offset.z + (age * B.z + C.z * A.x + A.z) * age
Implode:
pos = parent.origin + offset + cos(A.x * age) * C + age^2 * B
```
`Particle::Init` resolves vector spaces once at spawn:
```text
offset = transform_local_vector(random_offset, start_frame)
LocalVelocity, ParabolicLVGA:
A = local_to_global(A)
ParabolicLVLA:
A = local_to_global(A)
B = local_to_global(B)
ParabolicLVGAGR:
A = local_to_global(A)
C = C
Swarm:
A = local_to_global(A)
Explode:
A = A
B = B
C = normalized random direction scaled by the local C axes
Implode:
A = A
B = B
offset *= C component-wise
C = offset
ParabolicLVLALR:
A = local_to_global(A)
B = local_to_global(B)
C = local_to_global(C)
ParabolicGVGA, GlobalVelocity:
A/B/C remain global as applicable
ParabolicGVGAGR:
A and B remain global
C = C
```
After motion:
```text
t = clamp(age / lifespan, 0, 1)
scale = lerp(start_scale, final_scale, t)
trans = lerp(start_trans, final_trans, t)
opacity = 1 - trans
```
`StartTrans` / `FinalTrans` are transparency values, not source alpha.
Retail sends the interpolated value to `PhysicsPart::SetTranslucency`; the
render path uses its complement as opacity. WorldBuilder's particle renderer
cross-check does the same (`opacity = 1 - currentTrans`).
## PhysicsScript and hooks
`PhysicsScript::UnPack` reads ordered `(start_time, hook)` entries and sorts
them by start time. The runner keeps active script instances keyed by
`(script_id, entity_id)` and fires all hooks whose `start_time <= elapsed`.
Hook execution:
```text
CreateParticleHook:
parent.create_particle_emitter(emitter_info_id, part_index, offset, emitter_id)
CreateBlockingParticleHook:
same particle creation path, plus sequencer blocking semantics
DestroyParticleHook:
parent.destroy_particle_emitter(emitter_id)
StopParticleHook:
parent.stop_particle_emitter(emitter_id)
CallPESHook:
parent.CallPES(pes_id, pause)
```
The C.1 implementation keeps hook dispatch in Core and renders the resulting
particles in App. Nested `CallPESHook` stays in `PhysicsScriptRunner`, while
`ParticleHookSink` converts create/destroy/stop hooks into runtime emitter
handles.
## Sky integration
`CelestialPosition` has both `gfx_id` and `pes_id`. Retail sky object
creation copies `properties` and draws two sky cells. A named-retail recheck
on 2026-04-28 corrected the original C.1 assumption:
```text
SkyDesc::GetSky (0x00501ec0):
copy SkyObject.gfx_id into CelestialPosition.gfx_id
copy SkyObject.default_pes_object into CelestialPosition.pes_id
copy properties / rotate / arc angle / tex velocity
GameSky.CreateDeletePhysicsObjects (0x005073c0):
for each visible CelestialPosition:
post_scene = (properties & 0x01) != 0
make/update sky gfx object from gfx_id in before/after cell
do not read pes_id
GameSky.MakeObject (0x00506ee0):
CPhysicsObj::makeObject(gfx_id, 0, 0)
set texture velocity
GameSky.UseTime (0x005075b0):
CreateDeletePhysicsObjects()
CalcFrame()
set_frame / luminosity / diffusion / translucency
do not read pes_id
GameSky.Draw(post_scene):
if post_scene == false:
draw before_sky_cell
else:
draw after_sky_cell
```
The sky renderer must preserve the existing `0x01` pre/post split for sky
meshes. `SkyObject.default_pes_object` is parsed and retained for diagnostics,
but it is not a retail render-path particle source. In acdream the experimental
sky-PES path is therefore gated behind `ACDREAM_ENABLE_SKY_PES=1` and disabled
for normal visual comparison.
## GL rendering
WorldBuilder's `ParticleBatcher` confirms the GL-side policy:
```text
collect live billboard instances
sort back-to-front by camera distance for alpha blending
depth test enabled
depth writes disabled
cull disabled
blend SrcAlpha/OneMinusSrcAlpha for alpha
blend SrcAlpha/One for additive
stream dynamic instance VBO
draw instanced unit quads
```
C.1 keeps that policy and splits draw calls by particle render pass:
- pre-scene sky particles after the pre-scene sky meshes
- scene particles after opaque world/static objects
- post-scene sky particles after post-scene sky/weather meshes

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# 2026-04-28 Sky Cloud Material Trace
Context: Phase C.1 originally treated the Rainy/Cloudy sky visual as a
SkyObject PES problem. Retail named-decomp and dat inspection disprove that
for the broad cloud/ray layer.
## Retail Trace
- `LScape::draw` (`0x00506330`) calls `GameSky::Draw(0)` before terrain and
`GameSky::Draw(1)` after terrain.
- `SkyDesc::GetSky` copies `pes_id`, but `GameSky::CreateDeletePhysicsObjects`
compares/replaces only `gfx_id` and calls `GameSky::MakeObject(gfx_id, ...)`.
The sky object PES id is not part of retail `GameSky` rendering.
- `GameSky::UseTime` applies keyframe replace fields to instantiated sky
objects:
- `0x005076e1`: `CPhysicsObj::SetLuminosity(luminosity * 0.01)`
- `0x00507715`: `CPhysicsObj::SetDiffusion(max_bright * 0.01)`
- `0x00507747`: `CPhysicsObj::SetTranslucency(transparent * 0.01)`
- `CMaterial::SetTranslucencySimple` (`0x005396f0`) writes material alpha as
`1 - translucency`.
- `CMaterial::SetDiffuseSimple` (`0x00539750`) writes material diffuse RGB.
Therefore `SkyObjectReplace.MaxBright` is diffuse, not an emissive cap.
- `D3DPolyRender::SetSurface` (`0x0059c4d0`) disables fixed-function fog alpha
whenever the raw `SurfaceType.Additive` bit is set (`0x0059c882`), even when
the earlier `Translucent + ClipMap` branch forces normal alpha blending.
## Dat Trace
The broad Rainy/Cloudy layer is `GfxObj 0x01004C35`, not one of the tiny
`0x020xxxxx` setup anchors:
- `0x01004C35`: huge sky mesh, bbox roughly `20175 x 20175 x 1180`, UVs tile
across the sheet.
- Surface `0x08000023`: `Base1ClipMap | Translucent | Alpha | Additive`
(`0x00010114`), `Translucency=0.25`, `Luminosity=0`, `Diffuse=1`.
- Texture `0x060037AF`: 256x256 A8R8G8B8 cloud/ray texture.
The setup ids observed in Rainy groups (`0x02000588`, `0x02000589`,
`0x02000BA6`, `0x02000714`) are one-part dummy anchors with tiny `0x010001EC`
geometry and default scripts/PES for sounds/flashes. They are not the broad
cloud layer.
## Port Consequences
- Keep per-SkyObject PES rendering debug-only until another retail path proves
it is used.
- Render `0x08000023` as final alpha blend because retail's translucent/clipmap
branch overrides the raw additive blend.
- Still disable sky fog for that surface because retail keys fog-alpha disable
off the raw `Additive` bit.
- Route `MaxBright` to diffuse (`uDiffuseFactor`) and `Luminosity` to emissive.
- Use a final opacity multiplier for material/surface transparency before the
fragment alpha write; dynamic keyframe transparency remains `1 - value`.
## WorldBuilder Cross-Check
Cloned upstream `https://github.com/Chorizite/WorldBuilder.git` at commit
`167788be6fce65f5ebe79eef07a0b7d28bd7aa81`. Its
`Chorizite.OpenGLSDLBackend/Lib/SkyboxRenderManager.cs` renders sky objects
camera-centered with depth off, but it is not a faithful retail oracle for sky
tint: `GameScene.cs` has the skybox render call commented out, the manager
always selects `DayGroups[0]`, and it uploads `SunlightColor = Vector3.Zero`
/ `AmbientColor = Vector3.One` for sky. `RegionInfo.cs` interpolates
DayGroup[0] lighting for terrain/world objects, not the active retail
DayGroup/weather sky.
That explains why WorldBuilder cannot answer the missing green/purple Rainy
sky tint directly. The actionable lesson is narrower: do not fog-paint the
raw-additive cloud sheet itself. In acdream, non-additive sky layers now receive
the keyframe fog tint so the broad background wash appears behind clouds, while
surfaces with the raw Additive bit (notably `0x08000023`) keep fixed-function
fog disabled and preserve the pink cloud/ray detail.
WorldBuilder's regular object path does collect `Setup.DefaultScript`
particle hooks (`ObjectMeshManager.CollectEmittersFromScript`) and instantiates
them via `ObjectRenderManagerBase`, but its skybox manager does not use that
setup/particle path for SkyObjects. Dat inspection also showed the canonical
Rainy default script target `0x3300042C` is a sound-loop chain (`SoundTweaked`
+ `CallPES`), not the broad green tint or cloud ray layer.
Additional renderer lessons from upstream WorldBuilder:
- Particle blend is material-derived. `ParticleEmitterInfo` does not carry an
additive flag; WorldBuilder reads `ObjectRenderData.Batches[0].IsAdditive`
from the particle GfxObj surface. acdream now leaves DAT emitters non-additive
by default and resolves particle blend from the selected particle surface.
- Particles must be globally sorted back-to-front before drawing. Sorting only
inside per-texture dictionaries can reorder translucent particles whenever
multiple textures/blend states are active.
- Particle quads come from the authored particle GfxObj bounds. Degenerate
extents fall back to `1.0`, and point-sprite degrade mode applies a `0.9`
base scale.
- Texture decoding must try highres `RenderSurface` records after portal lookup
and must zero alpha for black pixels on compressed clipmap textures.
- WorldBuilder tracks UV wrap and cull mode per object batch. acdream's sky path
already uses authored UV wrap, but shared object rendering still needs the
same metadata carried through a later C.4 pass.