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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ec1bbb4f43
28 changed files with 2444 additions and 780 deletions
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@ -37,9 +37,9 @@ public static class SurfaceDecoder
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PixelFormat.PFID_R8G8B8 => DecodeR8G8B8(rs),
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PixelFormat.PFID_A8R8G8B8 => DecodeA8R8G8B8(rs),
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PixelFormat.PFID_X8R8G8B8 => DecodeX8R8G8B8(rs),
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PixelFormat.PFID_DXT1 => DecodeBc(rs, CompressionFormat.Bc1),
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PixelFormat.PFID_DXT3 => DecodeBc(rs, CompressionFormat.Bc2),
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PixelFormat.PFID_DXT5 => DecodeBc(rs, CompressionFormat.Bc3),
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PixelFormat.PFID_DXT1 => DecodeBc(rs, CompressionFormat.Bc1, isClipMap),
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PixelFormat.PFID_DXT3 => DecodeBc(rs, CompressionFormat.Bc2, isClipMap),
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PixelFormat.PFID_DXT5 => DecodeBc(rs, CompressionFormat.Bc3, isClipMap),
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PixelFormat.PFID_A8 or PixelFormat.PFID_CUSTOM_LSCAPE_ALPHA => DecodeA8(rs),
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PixelFormat.PFID_P8 when palette is not null => DecodeP8(rs, palette, isClipMap),
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PixelFormat.PFID_INDEX16 when palette is not null => DecodeIndex16(rs, palette, isClipMap),
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@ -245,7 +245,7 @@ public static class SurfaceDecoder
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return new DecodedTexture(rgba, rs.Width, rs.Height);
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}
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private static DecodedTexture DecodeBc(RenderSurface rs, CompressionFormat format)
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private static DecodedTexture DecodeBc(RenderSurface rs, CompressionFormat format, bool isClipMap)
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{
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var pixels = BcDecoder.DecodeRaw(rs.SourceData, rs.Width, rs.Height, format);
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var rgba = new byte[rs.Width * rs.Height * 4];
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@ -256,6 +256,8 @@ public static class SurfaceDecoder
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rgba[s + 1] = pixels[i].g;
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rgba[s + 2] = pixels[i].b;
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rgba[s + 3] = pixels[i].a;
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if (isClipMap && rgba[s + 0] == 0 && rgba[s + 1] == 0 && rgba[s + 2] == 0)
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rgba[s + 3] = 0;
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}
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return new DecodedTexture(rgba, rs.Width, rs.Height);
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}
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