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:
parent
1f82b7604e
commit
ec1bbb4f43
28 changed files with 2444 additions and 780 deletions
|
|
@ -10,6 +10,8 @@ namespace AcDream.App.Rendering;
|
|||
|
||||
public sealed class GameWindow : IDisposable
|
||||
{
|
||||
private readonly record struct SkyPesKey(int ObjectIndex, uint PesObjectId, bool PostScene);
|
||||
|
||||
private readonly string _datDir;
|
||||
private readonly WorldGameState _worldGameState;
|
||||
private readonly WorldEvents _worldEvents;
|
||||
|
|
@ -152,7 +154,7 @@ public sealed class GameWindow : IDisposable
|
|||
private AcDream.App.Audio.AudioHookSink? _audioSink;
|
||||
|
||||
// Phase E.3 particles.
|
||||
private readonly AcDream.Core.Vfx.EmitterDescRegistry _emitterRegistry = new();
|
||||
private AcDream.Core.Vfx.EmitterDescRegistry? _emitterRegistry;
|
||||
private AcDream.Core.Vfx.ParticleSystem? _particleSystem;
|
||||
private AcDream.Core.Vfx.ParticleHookSink? _particleSink;
|
||||
// Phase 6 — retail PhysicsScript runtime. Receives PlayScript (0xF754)
|
||||
|
|
@ -160,6 +162,13 @@ public sealed class GameWindow : IDisposable
|
|||
// sounds, light toggles) at their StartTime offsets.
|
||||
private AcDream.Core.Vfx.PhysicsScriptRunner? _scriptRunner;
|
||||
private AcDream.App.Rendering.ParticleRenderer? _particleRenderer;
|
||||
// Retail GameSky copies SkyObject.PesObjectId into CelestialPosition but
|
||||
// never consumes it in CreateDeletePhysicsObjects/MakeObject/UseTime.
|
||||
// Keep the experimental path available for DAT archaeology only.
|
||||
private readonly bool _enableSkyPesDebug =
|
||||
string.Equals(Environment.GetEnvironmentVariable("ACDREAM_ENABLE_SKY_PES"), "1", StringComparison.Ordinal);
|
||||
private readonly HashSet<SkyPesKey> _activeSkyPes = new();
|
||||
private readonly HashSet<SkyPesKey> _missingSkyPes = new();
|
||||
|
||||
// Remote-entity motion inference: tracks when each remote entity last
|
||||
// moved meaningfully. Used in TickAnimations to swap to Ready when
|
||||
|
|
@ -785,12 +794,13 @@ public sealed class GameWindow : IDisposable
|
|||
|
||||
_dats = new DatCollection(_datDir, DatAccessType.Read);
|
||||
_animLoader = new AcDream.Core.Physics.DatCollectionLoader(_dats);
|
||||
_emitterRegistry = new AcDream.Core.Vfx.EmitterDescRegistry(_dats);
|
||||
|
||||
// Phase E.3 particles: always-on, no driver dependency. Registered
|
||||
// with the hook router so CreateParticle / DestroyParticle /
|
||||
// StopParticle hooks fired from motion tables produce visible
|
||||
// spawns. The Tick call is driven from OnRender.
|
||||
_particleSystem = new AcDream.Core.Vfx.ParticleSystem(_emitterRegistry);
|
||||
_particleSystem = new AcDream.Core.Vfx.ParticleSystem(_emitterRegistry!);
|
||||
_particleSink = new AcDream.Core.Vfx.ParticleHookSink(_particleSystem);
|
||||
_hookRouter.Register(_particleSink);
|
||||
|
||||
|
|
@ -1215,7 +1225,7 @@ public sealed class GameWindow : IDisposable
|
|||
// spawned into the shared ParticleSystem as billboard quads.
|
||||
// Weather uses AttachLocal emitters so the rain volume follows
|
||||
// the player.
|
||||
_particleRenderer = new ParticleRenderer(_gl, shadersDir);
|
||||
_particleRenderer = new ParticleRenderer(_gl, shadersDir, _textureCache, _dats);
|
||||
|
||||
// Phase A.1: replace the one-shot 3×3 preload with a streaming controller.
|
||||
// Parse runtime radius from environment (default 2 → 5×5 window).
|
||||
|
|
@ -2846,6 +2856,110 @@ public sealed class GameWindow : IDisposable
|
|||
_scriptRunner.Play(scriptId, guid, camWorldPos);
|
||||
}
|
||||
|
||||
private void UpdateSkyPes(
|
||||
float dayFraction,
|
||||
AcDream.Core.World.DayGroupData? dayGroup,
|
||||
System.Numerics.Vector3 cameraWorldPos,
|
||||
bool suppressSky)
|
||||
{
|
||||
if (_scriptRunner is null || _particleSink is null)
|
||||
return;
|
||||
|
||||
var seen = new HashSet<SkyPesKey>();
|
||||
if (!suppressSky && dayGroup is not null)
|
||||
{
|
||||
for (int i = 0; i < dayGroup.SkyObjects.Count; i++)
|
||||
{
|
||||
var obj = dayGroup.SkyObjects[i];
|
||||
if (obj.PesObjectId == 0 || !obj.IsVisible(dayFraction))
|
||||
continue;
|
||||
|
||||
var key = new SkyPesKey(i, obj.PesObjectId, obj.IsPostScene);
|
||||
seen.Add(key);
|
||||
|
||||
if (_activeSkyPes.Contains(key) || _missingSkyPes.Contains(key))
|
||||
continue;
|
||||
|
||||
uint skyEntityId = SkyPesEntityId(key);
|
||||
var renderPass = obj.IsPostScene
|
||||
? AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene
|
||||
: AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene;
|
||||
_particleSink.SetEntityRenderPass(skyEntityId, renderPass);
|
||||
var anchor = SkyPesAnchor(obj, cameraWorldPos);
|
||||
var rotation = SkyPesRotation(obj, dayFraction);
|
||||
// Refresh anchor + rotation every frame so AttachLocal
|
||||
// (is_parent_local=1) particles track the camera. Retail
|
||||
// ParticleEmitter::UpdateParticles at 0x0051d2d4 reads the
|
||||
// live parent frame each tick; for sky-PES the parent IS
|
||||
// the camera. UpdateEntityAnchor is a no-op when no
|
||||
// emitters yet exist (script just spawned this frame).
|
||||
_particleSink.UpdateEntityAnchor(skyEntityId, anchor, rotation);
|
||||
|
||||
if (_activeSkyPes.Contains(key) || _missingSkyPes.Contains(key))
|
||||
continue;
|
||||
|
||||
if (_scriptRunner.Play(obj.PesObjectId, skyEntityId, anchor))
|
||||
{
|
||||
_activeSkyPes.Add(key);
|
||||
}
|
||||
else
|
||||
{
|
||||
_missingSkyPes.Add(key);
|
||||
_particleSink.ClearEntityRenderPass(skyEntityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var key in _activeSkyPes.ToArray())
|
||||
{
|
||||
if (seen.Contains(key))
|
||||
continue;
|
||||
|
||||
uint skyEntityId = SkyPesEntityId(key);
|
||||
_scriptRunner.Stop(key.PesObjectId, skyEntityId);
|
||||
_particleSink.StopAllForEntity(skyEntityId, fadeOut: true);
|
||||
_activeSkyPes.Remove(key);
|
||||
}
|
||||
|
||||
foreach (var key in _missingSkyPes.ToArray())
|
||||
{
|
||||
if (!seen.Contains(key))
|
||||
_missingSkyPes.Remove(key);
|
||||
}
|
||||
}
|
||||
|
||||
private static uint SkyPesEntityId(SkyPesKey key)
|
||||
{
|
||||
// 0xF0000000 prefix marks synthetic sky-PES entityIds (no real
|
||||
// server GUID lives in the 0xFxxxxxxx space). Reserve bit
|
||||
// 0x08000000 for the pre/post-scene flag and the lower 27 bits
|
||||
// for the object index — keeps the post-scene flag from sliding
|
||||
// into the index range if a future DayGroup ever ships >65k sky
|
||||
// objects (current Dereth max is 18, but the constraint is free).
|
||||
uint postBit = key.PostScene ? 0x08000000u : 0u;
|
||||
return 0xF0000000u | postBit | ((uint)key.ObjectIndex & 0x07FFFFFFu);
|
||||
}
|
||||
|
||||
private static System.Numerics.Vector3 SkyPesAnchor(
|
||||
AcDream.Core.World.SkyObjectData obj,
|
||||
System.Numerics.Vector3 cameraWorldPos)
|
||||
{
|
||||
if (obj.IsWeather && (obj.Properties & 0x08u) == 0u)
|
||||
return cameraWorldPos + new System.Numerics.Vector3(0f, 0f, -120f);
|
||||
|
||||
return cameraWorldPos;
|
||||
}
|
||||
|
||||
private static System.Numerics.Quaternion SkyPesRotation(
|
||||
AcDream.Core.World.SkyObjectData obj,
|
||||
float dayFraction)
|
||||
{
|
||||
float rotationRad = obj.CurrentAngle(dayFraction) * (MathF.PI / 180f);
|
||||
return System.Numerics.Quaternion.CreateFromAxisAngle(
|
||||
System.Numerics.Vector3.UnitY,
|
||||
-rotationRad);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Phase 5d — retail <c>AdminEnvirons</c> (0xEA60) dispatcher.
|
||||
/// Routes fog presets into the weather system's sticky override
|
||||
|
|
@ -4329,6 +4443,7 @@ public sealed class GameWindow : IDisposable
|
|||
// interpolated keyframe.
|
||||
var kf = WorldTime.CurrentSky;
|
||||
var atmo = Weather.Snapshot(in kf);
|
||||
bool environOverrideActive = atmo.Override != AcDream.Core.World.EnvironOverride.None;
|
||||
var fogColor = atmo.FogColor;
|
||||
// Clear to fog color (horizon haze) so if sky meshes have alpha
|
||||
// gaps or don't cover the full view, the "missing" area reads as
|
||||
|
|
@ -4379,15 +4494,6 @@ public sealed class GameWindow : IDisposable
|
|||
// and the SkyRenderer.RenderWeather pass both pick up snow
|
||||
// weather meshes for free.)
|
||||
|
||||
// Phase E.3: advance live particle emitters AFTER animation tick
|
||||
// so emitters spawned by hooks fired this frame get integrated.
|
||||
// Tick the PhysicsScript runner BEFORE the particle system so any
|
||||
// CreateParticleHook fired this frame has its emitter alive when
|
||||
// the particle system advances.
|
||||
_scriptRunner?.Tick((float)deltaSeconds);
|
||||
|
||||
_particleSystem?.Tick((float)deltaSeconds);
|
||||
|
||||
int visibleLandblocks = 0;
|
||||
int totalLandblocks = 0;
|
||||
|
||||
|
|
@ -4455,6 +4561,15 @@ public sealed class GameWindow : IDisposable
|
|||
var visibility = _cellVisibility.ComputeVisibility(camPos);
|
||||
bool cameraInsideCell = visibility?.CameraCell is not null;
|
||||
|
||||
// Phase C.1: tick retail PhysicsScript particle hooks. Named
|
||||
// retail decomp confirms SkyObject.PesObjectId is copied by
|
||||
// SkyDesc::GetSky but ignored by GameSky, so the sky-PES path is
|
||||
// debug-only and disabled for normal retail rendering.
|
||||
if (_enableSkyPesDebug)
|
||||
UpdateSkyPes((float)WorldTime.DayFraction, _activeDayGroup, camPos, cameraInsideCell);
|
||||
_scriptRunner?.Tick((float)deltaSeconds);
|
||||
_particleSystem?.Tick((float)deltaSeconds);
|
||||
|
||||
// Phase G.1/G.2: feed the sun, tick LightManager, build + upload
|
||||
// the scene-lighting UBO once per frame. Every shader that
|
||||
// consumes binding=1 reads the same data for the rest of the
|
||||
|
|
@ -4490,7 +4605,10 @@ public sealed class GameWindow : IDisposable
|
|||
if (!cameraInsideCell)
|
||||
{
|
||||
_skyRenderer?.RenderSky(camera, camPos, (float)WorldTime.DayFraction,
|
||||
_activeDayGroup, kf);
|
||||
_activeDayGroup, kf, environOverrideActive);
|
||||
if (_particleSystem is not null && _particleRenderer is not null)
|
||||
_particleRenderer.Draw(_particleSystem, camera, camPos,
|
||||
AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
|
||||
}
|
||||
|
||||
// K-fix1 (2026-04-26): suppress terrain + entity rendering
|
||||
|
|
@ -4523,7 +4641,8 @@ public sealed class GameWindow : IDisposable
|
|||
// Runs with depth test on (particles occluded by walls)
|
||||
// but depth write off (no self-occlusion sorting needed).
|
||||
if (_particleSystem is not null && _particleRenderer is not null)
|
||||
_particleRenderer.Draw(_particleSystem, camera, camPos);
|
||||
_particleRenderer.Draw(_particleSystem, camera, camPos,
|
||||
AcDream.Core.Vfx.ParticleRenderPass.Scene);
|
||||
|
||||
// Bug A fix (post-#26 worktree, 2026-04-26): weather sky
|
||||
// meshes (Properties & 0x04, e.g. the 815m-tall rain
|
||||
|
|
@ -4536,7 +4655,10 @@ public sealed class GameWindow : IDisposable
|
|||
if (!cameraInsideCell)
|
||||
{
|
||||
_skyRenderer?.RenderWeather(camera, camPos, (float)WorldTime.DayFraction,
|
||||
_activeDayGroup, kf);
|
||||
_activeDayGroup, kf, environOverrideActive);
|
||||
if (_particleSystem is not null && _particleRenderer is not null)
|
||||
_particleRenderer.Draw(_particleSystem, camera, camPos,
|
||||
AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene);
|
||||
}
|
||||
|
||||
// Debug: draw collision shapes as wireframe cylinders around the
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue