perf(vfx): port retail particle visibility degradation
Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance. Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range. Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending. Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
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82789eea88
commit
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29 changed files with 1810 additions and 125 deletions
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@ -361,6 +361,7 @@ public sealed class GameWindow : IDisposable
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private AcDream.Core.Vfx.EmitterDescRegistry? _emitterRegistry;
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private AcDream.Core.Vfx.ParticleSystem? _particleSystem;
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private AcDream.Core.Vfx.ParticleHookSink? _particleSink;
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private readonly AcDream.App.Rendering.Vfx.ParticleVisibilityController _particleVisibility = new();
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private readonly AcDream.App.Rendering.Vfx.EntityEffectPoseRegistry _effectPoses = new();
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private AcDream.App.Rendering.Vfx.AnimationHookFrameQueue? _animationHookFrames;
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// Phase 6 — retail PhysicsScript runtime. Receives PlayScript (0xF754)
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@ -2868,6 +2869,7 @@ public sealed class GameWindow : IDisposable
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_itemInteractionController?.ClearBusy();
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_selection.Reset();
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_pendingPostArrivalAction = null;
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_particleVisibility.Reset();
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try
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{
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_liveEntities?.Clear();
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@ -7544,6 +7546,7 @@ public sealed class GameWindow : IDisposable
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Position = e.Position + worldOffset,
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Rotation = e.Rotation,
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MeshRefs = meshRefs,
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EffectCellId = e.EffectCellId,
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IsBuildingShell = e.IsBuildingShell, // Phase A8: preserve dat-level tag
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BuildingShellAnchorCellId = e.BuildingShellAnchorCellId,
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};
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@ -7870,6 +7873,10 @@ public sealed class GameWindow : IDisposable
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Rotation = spawn.Rotation,
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MeshRefs = meshRefs,
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Scale = spawn.Scale,
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EffectCellId = AcDream.Core.Physics.TerrainSurface.ComputeOutdoorCellId(
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lb.LandblockId,
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localX,
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localY),
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};
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if (sceneryBounds.TryGet(out var scbMin, out var scbMax))
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hydrated.SetLocalBounds(scbMin, scbMax);
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@ -9502,6 +9509,8 @@ public sealed class GameWindow : IDisposable
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// normal SmartBox viewport and UIElement_Viewport's portal
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// CreatureMode; it does not redraw the world behind portal space.
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bool portalViewportVisible = _portalTunnel?.IsVisible == true;
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if (portalViewportVisible)
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_particleVisibility.Reset();
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// Phase G.1: set the clear color from the current sky's fog
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// tint so the horizon band continues naturally past the
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@ -9623,6 +9632,10 @@ public sealed class GameWindow : IDisposable
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// and by the sky renderer (for the camera-centered sky dome).
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System.Numerics.Matrix4x4.Invert(camera.View, out var invView);
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var camPos = new System.Numerics.Vector3(invView.M41, invView.M42, invView.M43);
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_particleVisibility.BeginFrame(camPos);
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_terrain?.BeginVisibilityFrame();
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if (!IsLiveModeWaitingForLogin)
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_particleVisibility.UseWorldView();
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// L.0 Audio tab: push the SettingsVM's live AudioDraft into the
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// engine each frame, so volume sliders preview audibly while
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@ -10205,6 +10218,7 @@ public sealed class GameWindow : IDisposable
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clipAssembly = pviewResult.ClipAssembly;
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envCellShellFilter = pviewResult.DrawableCells;
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_interiorPartition = pviewResult.Partition;
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_particleVisibility.MarkVisibleCells(pviewResult.DrawableCells);
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// A7.L1: snapshot this frame's drawn cell set for NEXT frame's light-
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// pool scoping. DrawableCells is the renderer's own reused scratch set
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@ -10517,7 +10531,10 @@ public sealed class GameWindow : IDisposable
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// below. Sky has already drawn before this label so the
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// pre-login screen shows a live, correctly-tinted sky and
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// nothing else.
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SkipWorldGeometry: ;
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SkipWorldGeometry:
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if (_terrain is not null)
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_particleVisibility.MarkVisibleCells(_terrain.VisibleCellIds);
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_particleVisibility.CompleteFrame();
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}
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// Retail gmSmartBoxUI swaps the world SmartBox viewport for a
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@ -10734,6 +10751,17 @@ public sealed class GameWindow : IDisposable
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_particleSink?.RefreshAttachedEmitters();
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_liveEntityLights?.Refresh();
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if (_particleSystem is not null)
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{
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var particleRange = _settingsVm?.DisplayDraft.ParticleRange
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?? _persistedDisplay.ParticleRange;
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float rangeMultiplier = particleRange
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== AcDream.UI.Abstractions.Panels.Settings.ParticleRange.Extended
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? AcDream.App.Rendering.Vfx.ParticleVisibilityController.ExtendedRangeMultiplier
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: 1f;
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_particleVisibility.Apply(_particleSystem, rangeMultiplier);
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}
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// Retail CPhysicsObj::UpdateObjectInternal (0x005156B0) advances
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// ParticleManager before ScriptManager. A particle created by a PES
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// hook therefore begins simulation on the following object frame.
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@ -11527,7 +11555,12 @@ public sealed class GameWindow : IDisposable
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EnableClipDistances();
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_terrainCpuStopwatch.Restart();
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_terrain?.Draw(camera, frustum, neverCullLandblockId: playerLb);
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_terrain?.Draw(
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camera,
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frustum,
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neverCullLandblockId: playerLb,
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clipPlanes: slice.Planes,
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ndcClipAabb: slice.NdcAabb);
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_terrainCpuStopwatch.Stop();
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_terrainCpuSamples[_terrainCpuSampleCursor] =
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(long)(_terrainCpuStopwatch.Elapsed.TotalMicroseconds * 100.0);
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@ -395,61 +395,66 @@ public sealed unsafe class ParticleRenderer : IDisposable
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_meshDrawListScratch.Clear();
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_submissionScratch.Clear();
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int sequence = 0;
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foreach (var (em, idx) in _particles.EnumerateLive())
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foreach (var em in _particles.EnumerateEmitters())
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{
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if (!em.PresentationVisible)
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if (!em.PresentationVisible || !em.ViewEligible)
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continue;
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if (em.RenderPass != renderPass)
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continue;
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if (emitterFilter is not null && !emitterFilter(em))
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continue;
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ref var p = ref em.Particles[idx];
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// `p.Position` is already in world coordinates: AttachLocal
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// emitters get their AnchorPos refreshed each frame by the
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// owning subsystem (sky-PES driver, animation tick, etc.) which
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// mirrors retail's live-parent-frame read at
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// ParticleEmitter::UpdateParticles 0x0051d2d4 for is_parent_local=1.
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Vector3 pos = p.Position;
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float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
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uint gfxObjId = em.Desc.HwGfxObjId != 0 ? em.Desc.HwGfxObjId : em.Desc.GfxObjId;
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if (gfxObjId != 0
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&& ResolveGeometryKind(gfxObjId) == RetailParticleGeometryKind.FullMesh
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&& TryAppendMeshDraws(em, p, gfxObjId, distSq, ref sequence))
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for (int idx = 0; idx < em.Particles.Length; idx++)
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{
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continue;
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}
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ref var p = ref em.Particles[idx];
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if (!p.Alive)
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continue;
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// `p.Position` is already in world coordinates: AttachLocal
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// emitters get their AnchorPos refreshed each frame by the
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// owning subsystem (sky-PES driver, animation tick, etc.) which
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// mirrors retail's live-parent-frame read at
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// ParticleEmitter::UpdateParticles 0x0051d2d4 for is_parent_local=1.
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Vector3 pos = p.Position;
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float distSq = Vector3.DistanceSquared(pos, cameraWorldPos);
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uint gfxObjId = em.Desc.HwGfxObjId != 0 ? em.Desc.HwGfxObjId : em.Desc.GfxObjId;
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if (gfxObjId != 0
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&& ResolveGeometryKind(gfxObjId) == RetailParticleGeometryKind.FullMesh
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&& TryAppendMeshDraws(em, p, gfxObjId, distSq, ref sequence))
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{
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continue;
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}
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var gfxInfo = ResolveParticleGfxInfo(em.Desc);
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uint texture = gfxInfo.TextureHandle;
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bool useTexture = texture != 0;
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bool additive = gfxInfo.HasMaterial
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? gfxInfo.Additive
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: (em.Desc.Flags & EmitterFlags.Additive) != 0;
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var key = new BatchKey(texture, useTexture, additive);
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Vector3 axisX;
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Vector3 axisY;
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if (gfxInfo.IsBillboard)
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{
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pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size);
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axisX = cameraRight * (gfxInfo.Size.X * p.Size);
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axisY = cameraUp * (gfxInfo.Size.Y * p.Size);
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}
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else
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{
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Quaternion orientation = ParticleOrientation(em, p);
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pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
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axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
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axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
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}
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var gfxInfo = ResolveParticleGfxInfo(em.Desc);
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uint texture = gfxInfo.TextureHandle;
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bool useTexture = texture != 0;
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bool additive = gfxInfo.HasMaterial
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? gfxInfo.Additive
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: (em.Desc.Flags & EmitterFlags.Additive) != 0;
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var key = new BatchKey(texture, useTexture, additive);
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Vector3 axisX;
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Vector3 axisY;
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if (gfxInfo.IsBillboard)
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{
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pos += Vector3.UnitZ * (gfxInfo.CenterOffset.Z * p.Size);
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axisX = cameraRight * (gfxInfo.Size.X * p.Size);
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axisY = cameraUp * (gfxInfo.Size.Y * p.Size);
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}
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else
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{
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Quaternion orientation = ParticleOrientation(em, p);
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pos += Vector3.Transform(gfxInfo.CenterOffset * p.Size, orientation);
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axisX = Vector3.Transform(gfxInfo.AxisX, orientation) * (gfxInfo.Size.X * p.Size);
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axisY = Vector3.Transform(gfxInfo.AxisY, orientation) * (gfxInfo.Size.Y * p.Size);
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}
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int drawIndex = draws.Count;
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draws.Add(new ParticleDraw(key, new ParticleInstance(pos, axisX, axisY, p.ColorArgb, distSq)));
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_submissionScratch.Add(new ParticleSubmission(
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ParticleSubmissionKind.Billboard,
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drawIndex,
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distSq,
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sequence++));
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int drawIndex = draws.Count;
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draws.Add(new ParticleDraw(key, new ParticleInstance(pos, axisX, axisY, p.ColorArgb, distSq)));
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_submissionScratch.Add(new ParticleSubmission(
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ParticleSubmissionKind.Billboard,
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drawIndex,
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distSq,
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sequence++));
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}
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}
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}
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@ -69,12 +69,21 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
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// Reusable per-frame buffers.
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private readonly List<int> _visibleSlots = new();
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private readonly HashSet<uint> _visibleCellIds = new();
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private DrawElementsIndirectCommand[] _deicScratch = Array.Empty<DrawElementsIndirectCommand>();
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// Diag.
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public int LoadedSlots => _alloc.LoadedCount;
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public int VisibleSlots => _visibleSlots.Count;
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public int CapacitySlots => _alloc.Capacity;
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/// <summary>
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/// Outdoor landcells admitted by the current landscape view. The set is
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/// accumulated across doorway landscape slices and consumed after the
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/// completed render frame by particle visibility.
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/// </summary>
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internal HashSet<uint> VisibleCellIds => _visibleCellIds;
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public void BeginVisibilityFrame() => _visibleCellIds.Clear();
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public TerrainModernRenderer(
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GL gl,
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@ -208,10 +217,17 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
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// No GPU clear: the per-frame DEIC array won't reference this slot.
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}
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public void Draw(ICamera camera, FrustumPlanes? frustum = null, uint? neverCullLandblockId = null)
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public void Draw(
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ICamera camera,
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FrustumPlanes? frustum = null,
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uint? neverCullLandblockId = null,
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ReadOnlySpan<Vector4> clipPlanes = default,
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Vector4? ndcClipAabb = null)
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{
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if (_alloc.LoadedCount == 0) return;
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Matrix4x4 viewProjection = camera.View * camera.Projection;
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// Build visible slot list with per-slot frustum cull.
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_visibleSlots.Clear();
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for (int slot = 0; slot < _slots.Length; slot++)
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@ -224,6 +240,16 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
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continue;
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}
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_visibleSlots.Add(slot);
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CollectVisibleCells(
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_visibleCellIds,
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data.LandblockId,
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data.WorldOrigin,
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data.AabbMin.Z,
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data.AabbMax.Z,
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frustum,
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viewProjection,
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clipPlanes,
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ndcClipAabb);
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}
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if (_visibleSlots.Count == 0) return;
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@ -436,6 +462,130 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
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_gl.BindVertexArray(0);
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}
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internal static void CollectVisibleCells(
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HashSet<uint> destination,
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uint landblockId,
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Vector3 worldOrigin,
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float zMin,
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float zMax,
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FrustumPlanes? frustum,
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Matrix4x4 viewProjection,
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ReadOnlySpan<Vector4> clipPlanes,
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Vector4? ndcClipAabb = null)
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{
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ArgumentNullException.ThrowIfNull(destination);
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const float cellSize = AcDream.Core.Physics.TerrainSurface.CellSize;
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const int cellsPerSide = AcDream.Core.Physics.TerrainSurface.CellsPerSide;
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uint prefix = landblockId & 0xFFFF0000u;
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for (int cellX = 0; cellX < cellsPerSide; cellX++)
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{
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float minX = worldOrigin.X + cellX * cellSize;
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float maxX = minX + cellSize;
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for (int cellY = 0; cellY < cellsPerSide; cellY++)
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{
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float minY = worldOrigin.Y + cellY * cellSize;
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float maxY = minY + cellSize;
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var cellMin = new Vector3(minX, minY, zMin);
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var cellMax = new Vector3(maxX, maxY, zMax);
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if (frustum is not null
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&& !FrustumCuller.IsAabbVisible(frustum.Value, cellMin, cellMax))
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{
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continue;
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}
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// Retail publishes landcell in_view from the clipped landscape
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// view, not merely from the camera frustum. The modern renderer
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// expresses each doorway slice as homogeneous clip-space planes
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// plus its scissor AABB; use both products here so particle
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// simulation follows the same visible terrain slice as the GPU.
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if (!IsAabbVisibleThroughClipRegion(
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cellMin,
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cellMax,
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viewProjection,
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clipPlanes,
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ndcClipAabb))
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{
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continue;
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}
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uint low = AcDream.Core.Physics.TerrainSurface.ComputeOutdoorCellLowId(
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cellX * cellSize,
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cellY * cellSize);
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destination.Add(prefix | low);
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}
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}
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}
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private static bool IsAabbVisibleThroughClipRegion(
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Vector3 min,
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Vector3 max,
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Matrix4x4 viewProjection,
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ReadOnlySpan<Vector4> clipPlanes,
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Vector4? ndcClipAabb)
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{
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Vector4 aabb = ndcClipAabb.GetValueOrDefault();
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bool hasScissorConstraint = ndcClipAabb.HasValue
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&& (aabb.X > -1f || aabb.Y > -1f || aabb.Z < 1f || aabb.W < 1f);
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if (clipPlanes.IsEmpty && !hasScissorConstraint)
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return true;
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Span<Vector4> clipCorners = stackalloc Vector4[8];
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for (int corner = 0; corner < clipCorners.Length; corner++)
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{
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var world = new Vector4(
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(corner & 1) == 0 ? min.X : max.X,
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(corner & 2) == 0 ? min.Y : max.Y,
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(corner & 4) == 0 ? min.Z : max.Z,
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1f);
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clipCorners[corner] = Vector4.Transform(world, viewProjection);
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}
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for (int planeIndex = 0; planeIndex < clipPlanes.Length; planeIndex++)
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{
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if (IsAabbOutsideHomogeneousPlane(clipCorners, clipPlanes[planeIndex]))
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{
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return false;
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}
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}
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if (!hasScissorConstraint)
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return true;
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Span<Vector4> scissorPlanes = stackalloc Vector4[4]
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{
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new( 1f, 0f, 0f, -aabb.X),
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new(-1f, 0f, 0f, aabb.Z),
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new( 0f, 1f, 0f, -aabb.Y),
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new( 0f, -1f, 0f, aabb.W),
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};
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for (int planeIndex = 0; planeIndex < scissorPlanes.Length; planeIndex++)
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{
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if (IsAabbOutsideHomogeneousPlane(clipCorners, scissorPlanes[planeIndex]))
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{
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return false;
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}
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}
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return true;
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}
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private static bool IsAabbOutsideHomogeneousPlane(
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ReadOnlySpan<Vector4> clipCorners,
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Vector4 plane)
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{
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// A linear half-space reaches its maximum over the transformed AABB at
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// one of the eight corners. If every corner is negative, no point in
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// the cell box can survive this GPU clip plane.
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for (int corner = 0; corner < clipCorners.Length; corner++)
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{
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if (Vector4.Dot(plane, clipCorners[corner]) >= 0f)
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return false;
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}
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return true;
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}
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private void EnsureCapacity(int newCapacity)
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{
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if (newCapacity <= _alloc.Capacity) return;
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@ -45,7 +45,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
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Matrix4x4.CreateFromQuaternion(entity.Rotation)
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* Matrix4x4.CreateTranslation(entity.Position),
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partLocal,
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entity.ParentCellId ?? 0u,
|
||||
entity.EffectCellId ?? entity.ParentCellId ?? 0u,
|
||||
availability);
|
||||
}
|
||||
|
||||
|
|
@ -67,7 +67,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
|
|||
}
|
||||
|
||||
record.RootWorld = rootWorld;
|
||||
record.CellId = entity.ParentCellId ?? 0u;
|
||||
record.CellId = entity.EffectCellId ?? entity.ParentCellId ?? 0u;
|
||||
if (entity.IndexedPartTransforms.Count > 0)
|
||||
{
|
||||
CopyParts(
|
||||
|
|
@ -119,7 +119,7 @@ public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityE
|
|||
return false;
|
||||
record.RootWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation)
|
||||
* Matrix4x4.CreateTranslation(entity.Position);
|
||||
record.CellId = entity.ParentCellId ?? 0u;
|
||||
record.CellId = entity.EffectCellId ?? entity.ParentCellId ?? 0u;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,93 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Vfx;
|
||||
|
||||
namespace AcDream.App.Rendering.Vfx;
|
||||
|
||||
/// <summary>
|
||||
/// Bridges the retained retail PView result into the next physics update's
|
||||
/// <c>CObjCell::IsInView</c> particle gate. The controller owns only immutable
|
||||
/// frame meaning: one completed viewer position plus the AC cells admitted by
|
||||
/// that completed view. It neither creates emitters nor performs rendering.
|
||||
/// </summary>
|
||||
public sealed class ParticleVisibilityController
|
||||
{
|
||||
public const float ExtendedRangeMultiplier = 2f;
|
||||
|
||||
private readonly HashSet<uint> _buildingCellIds = new();
|
||||
private readonly HashSet<uint> _completedCellIds = new();
|
||||
private Vector3 _buildingViewerPosition;
|
||||
private Vector3 _completedViewerPosition;
|
||||
private bool _frameOpen;
|
||||
private bool _frameUsesWorldView;
|
||||
private bool _hasCompletedWorldView;
|
||||
|
||||
public void BeginFrame(Vector3 viewerPosition)
|
||||
{
|
||||
_buildingCellIds.Clear();
|
||||
_buildingViewerPosition = viewerPosition;
|
||||
_frameUsesWorldView = false;
|
||||
_frameOpen = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Declares that this frame has an authoritative world-visibility product.
|
||||
/// That product can come from the unified retail PView or from the outdoor
|
||||
/// landscape fallback. Login and portal-space frames deliberately omit it;
|
||||
/// dedicated pass and examination emitters carry explicit bypass policies.
|
||||
/// </summary>
|
||||
public void UseWorldView()
|
||||
{
|
||||
if (_frameOpen)
|
||||
_frameUsesWorldView = true;
|
||||
}
|
||||
|
||||
public void MarkVisibleCells(HashSet<uint> cellIds)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(cellIds);
|
||||
if (!_frameOpen || !_frameUsesWorldView)
|
||||
return;
|
||||
|
||||
_buildingCellIds.UnionWith(cellIds);
|
||||
}
|
||||
|
||||
public void CompleteFrame()
|
||||
{
|
||||
if (!_frameOpen)
|
||||
return;
|
||||
|
||||
_frameOpen = false;
|
||||
if (!_frameUsesWorldView)
|
||||
{
|
||||
_completedCellIds.Clear();
|
||||
_completedViewerPosition = _buildingViewerPosition;
|
||||
_hasCompletedWorldView = false;
|
||||
return;
|
||||
}
|
||||
|
||||
_completedCellIds.Clear();
|
||||
_completedCellIds.UnionWith(_buildingCellIds);
|
||||
_completedViewerPosition = _buildingViewerPosition;
|
||||
_hasCompletedWorldView = true;
|
||||
}
|
||||
|
||||
public void Apply(ParticleSystem particles, float rangeMultiplier)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(particles);
|
||||
particles.ApplyRetailView(
|
||||
_completedViewerPosition,
|
||||
_completedCellIds,
|
||||
_hasCompletedWorldView,
|
||||
rangeMultiplier);
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
_buildingCellIds.Clear();
|
||||
_completedCellIds.Clear();
|
||||
_frameOpen = false;
|
||||
_frameUsesWorldView = false;
|
||||
_hasCompletedWorldView = false;
|
||||
_buildingViewerPosition = default;
|
||||
_completedViewerPosition = default;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue