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
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28 changed files with 2444 additions and 780 deletions
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@ -13,67 +13,40 @@ public sealed record GfxObjSubMesh(
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{
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/// <summary>
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/// How this sub-mesh should be composited into the frame.
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/// Populated from Surface.Type flags at upload time (requires a DatCollection).
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/// Defaults to <see cref="TranslucencyKind.Opaque"/> so offline fixtures
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/// that don't supply dat access compile and pass unchanged.
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/// Populated from Surface.Type flags at upload time.
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/// </summary>
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public TranslucencyKind Translucency { get; init; } = TranslucencyKind.Opaque;
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/// <summary>
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/// Self-illumination strength of the Surface (<c>Surface.Luminosity</c>
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/// field, 0..1 fraction — NOT the <c>SurfaceType.Luminous</c> flag bit).
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/// Retail uses this as an emissive coefficient in the per-vertex
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/// lighting formula:
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/// <code>
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/// tint = clamp(vec3(Luminosity) + AmbColor + diffuse * DirColor, 0, 1)
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/// fragment = texture * tint
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/// </code>
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/// For Dereth's sky meshes, the DOME (0x010015EE) and SUN/MOON
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/// (0x01001348) have <c>Luminosity=1.0</c> (self-illuminated — emissive
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/// saturates the lighting math so the baked texture always renders
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/// at full brightness). CLOUDS (0x010015EF, 0x01004C36) have
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/// <c>Luminosity=0.0</c> (lit by ambient+diffuse — pick up the
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/// time-of-day tint). See
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/// <c>docs/research/2026-04-23-sky-retail-verbatim.md</c> §6.
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/// Defaults to 0.0 (fully lit) so non-sky meshes render through the
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/// normal lighting path without change.
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/// Surface.Luminosity. Retail uses this as material emissive.
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/// </summary>
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public float Luminosity { get; init; } = 0f;
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/// <summary>
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/// True when at least one vertex's UV component lies outside the
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/// <c>[0, 1]</c> range, meaning the mesh was authored to have its
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/// texture tile across the geometry (i.e. it expects
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/// <c>GL_REPEAT</c>/<c>D3DTADDRESS_WRAP</c>). The sky renderer reads
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/// this to decide between <c>GL_REPEAT</c> (this flag set, or any
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/// scrolling layer) and <c>GL_CLAMP_TO_EDGE</c> (all UVs strictly
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/// in <c>[0,1]</c>), which avoids wall-seam bleed on the dome
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/// (UVs in <c>[0,1]</c>) while still tiling the inner star/cloud
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/// layers (UVs in <c>[~0.4, ~4.6]</c>) correctly.
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/// Defaults to false so non-sky consumers get the previous behavior.
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/// Surface.Diffuse. Retail sky keyframes route SkyObjectReplace.MaxBright
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/// through CPhysicsObj::SetDiffusion (0x005119e0), which lands in
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/// CMaterial::SetDiffuseSimple (0x00539750).
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/// </summary>
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public float Diffuse { get; init; } = 1f;
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/// <summary>
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/// True when at least one vertex UV component lies outside [0, 1], so
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/// the mesh expects texture repeat instead of clamp.
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/// </summary>
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public bool NeedsUvRepeat { get; init; } = false;
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/// <summary>
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/// <c>Surface.Translucency</c> float (0..1) treated as an OPACITY
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/// multiplier on fragment alpha. 1.0 = fully opaque (default for
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/// non-Translucent surfaces). Distinct from the
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/// <see cref="TranslucencyKind"/> classifier above, which buckets the
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/// flag bits. Retail's <c>D3DPolyRender::SetSurface</c> at
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/// <c>0x59c7a6</c> (decomp lines 425255-425260) reads
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/// <c>Surface.Translucency</c> when the <c>Translucent</c> (0x10) bit
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/// is set, computes <c>curr_alpha = _ftol2(translucency × 255)</c>,
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/// and writes that as vertex alpha — i.e. the dat's Translucency float
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/// is used DIRECTLY as opacity, NOT inverted. ACViewer
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/// (<c>TextureCache.cs:142</c>) and WorldBuilder
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/// (<c>ObjectMeshManager.cs:1115</c>) both use <c>1 - translucency</c>
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/// and are wrong by the same misread.
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/// For the rain Surface 0x080000C5 (translucency=0.5): opacity = 0.5;
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/// with the <c>(SrcAlpha, One)</c> additive blend the rain streaks
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/// contribute at half intensity. For cloud surface 0x08000023
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/// (translucency=0.25): opacity = 0.25 (matches retail's dim clouds).
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/// Defaults to 1.0 (fully opaque) so non-Translucent surfaces render
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/// at full opacity without change.
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/// Final opacity multiplier derived from Surface.Translucency. Retail
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/// translucency is transparency: 0.0 is opaque and 1.0 is invisible.
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/// CMaterial::SetTranslucencySimple at 0x005396f0 writes material alpha
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/// as 1 - translucency.
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/// </summary>
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public float SurfTranslucency { get; init; } = 1f;
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public float SurfOpacity { get; init; } = 1f;
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/// <summary>
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/// True when the raw Surface.Type has the Additive bit. Retail disables
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/// fixed-function fog alpha for this raw bit even if the final blend mode
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/// is forced to AlphaBlend by the Translucent+ClipMap branch.
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/// </summary>
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public bool DisableFog { get; init; } = false;
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}
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